Syn is a camera system/level design prototype, designed and developed as part of the bachelor thesis 'Using Cinematography to Tell Stories in Games - How to Implement Cinematographic Techniques in Game Design for Third - Person Video Games', written by Hanna Borbola.

In video games, the player has control of the camera. However, the developer can control what is on screen through use of specific tools to direct the player's movements and attention. A truly cinematic experience can be achieved by adapting film concepts such as shots, editing and 2D screen design as well as understanding how the player interacts with and perceives the game environment.

The thesis will discuss the effects of 3D environments and camera behavior on the cinematic experience in games through movement, player attention, and spatial design. The project's aim is to examine how to use cinematographic principles to support storytelling in this interactive medium and affect the perception of the events represented.


The project has been created in the Game Design Track at the University of Europe for Applied Sciences and has been supervised by Prof. Sebastian Stamm and Alexander Nehls.























I would like to highlight some of the compositions which can be examined from specific points of view in the prototype. Keeping in mind where the player is coming from and how we want to lead them to the next section or element, these frames were designed to guide with leading lines and framing. Using the lines of shapes to create these guiding elements, we can show the players the path they can take, or spot their significance. Leaving enough ‘resting’ space for the eyes is also important, not to overwhelm the compositions. Utilising the rule of thirds when placing the elements helped to create salient areas to attract the eye and influence their movement.

The graphs show how player expectations were planned for this level.