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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Invisible Cameras: Reimagining Cinematography in Real-Time Game Engines

Adam Myhill  (CEO, Black Eye Technologies)
Erin Olorenshaw  (Cinematics Director, Pull Focus Consulting)
Cory Williams  (Founder, Daydream Studios)
Nick Romick  (President, RetroPixel Digital)
Location: Room 3018, West Hall
Date: Wednesday, March 11
Time: 10:30 am - 11:30 am
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Narrative & Performance, Game & Production Technology
Format: Microtalks
Vault Recording: Video
Audience Level: All

As digital storytelling becomes increasingly cinematic, the role of virtual cameras is rapidly transforming the landscape of games and entertainment.

Presented by the Society for Game Cinematics, this session will explore how cameras (tools once constrained by physical limitations) are now virtual, dynamic, and shaped by gameplay, procedural systems, and user interactivity. Creators from AAA, indie, and solo backgrounds will present practical approaches to procedural cameras, seamless narrative-driven camera choices, scalable camera architectures for small teams, and virtual production workflows that empower individual creators.

Through case studies and real-world examples, presenters will examine how traditional cinematography principles are upheld, challenged, or completely redefined when "shooting" in a digital world, and how modern camera systems are reshaping storytelling across diverse productions. Attendees will gain insight into how cinematic cameras are crafted for interactive experiences, how aesthetics and narrative intentions are balanced with technical constraints, and where virtual cinematography is headed next.

Takeaway

Attendees will walk away with a deeper understanding of how cinematic cameras are being designed and used in real-time pipelines. They'll gain insight into the unique challenges and opportunities of interactive cinematography, explore practical tools and approaches for integrating camera design into game development, and learn how other industries are influencing the future of camera direction in games and vice versa.

Intended Audience

Anyone interested in the intersection of narrative and game design. Especially valuable to those working with or building tools for virtual cameras, cinematic pipelines, or real-time workflows, but a basic understanding of camera lenses and visual storytelling principles will be sufficient.