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Mastering Gameplay 3Cs: Character, Camera and Controls

Updated: Dec 4, 2025

The Invisible Triangle of Game Feel

When the game disappears to let the experience shine


Some games make us want to run, jump, explore.

And others... where every movement feels slowed down, every action slightly off.


The character slides, the camera hesitates, the controls don’t respond as expected.

We don’t always know why, but we feel something’s wrong.


That “something” is often the 3Cs: Character, Camera, Controls.


Three invisible yet essential elements.


They’re not part of the scenery , they’re the link between the player and the game.

When well-designed, they go unnoticed.


When poorly integrated, everything feels off.


And yet, in production teams, the 3Cs are rarely taught, rarely named.


What I’ve learned through various projects is that the 3Cs are not optional.

They are the heart of gameplay.


And to understand them, you have to live them, test them, adjust them... until they disappear.




📖 What are the 3Cs in gameplay animation?


Before talking about gameplay, we need to talk about feel.


That moment when the character reacts just as you imagined, when the camera follows without getting in the way, when the controls respond with precision.


That moment when the game “responds,” and you forget you’re playing.


That feel rests on three invisible foundations: Character, Camera, Controls.

They’re not there to shine, but to disappear.


And yet, their absence or imbalance is felt immediately.



Character : What we embody

Character is the player’s body in the game.

It’s how the character moves, reacts, launches forward, stops.

As a gameplay animator, this is where we intervene: we shape the feel, the weight, the fluidity.

· An animation that’s too slow or too stiff breaks momentum.

· A poorly blended transition creates a rupture.

· A misplaced hitbox makes the action unfair.

Character is the point of contact between the player’s intent and the game’s response.


Spider Man Character


Camera : What we see

Camera is the player’s gaze.

It guides, reveals, amplifies.

It can be free, scripted, floating, locked — but it must always be readable and natural.

· A camera that’s too fast disorients.

· A camera that’s too slow frustrates.

· A poorly framed camera prevents gameplay.

The camera is not a technical tool: it’s an emotional one.


God of War camera



Controls : What we feel in our hands

Controls are the direct translation of the player’s intent.

It’s what they do with their fingers, and what they feel in their hands.

· Input delay breaks immersion.

· Incoherent mapping creates confusion.

· Lack of feedback makes the action unclear.

Controls must be intuitive, responsive, and adapted to context: game genre, platform, accessibility.


Devil May Cry Controls

The symbiosis of 3Cs

The 3Cs don’t work in silos.

They must be designed together, tested together, adjusted together.

When well integrated, they disappear — and the player lives the game without thinking about the mechanics.


Ori Gameplay


💡Best Practices: How to Integrate the 3Cs Effectively


The 3Cs aren’t built by chance. They require a clear vision, the right tools, and above all: iteration.

Here are the practices that helped me integrate them better, on the ground, across projects.


Define a shared vision from the start

The 3Cs must be considered together from the pre-production phase.

Create a 3C bible or a shared reference document across teams (animation, design, tech, UX...)

to serve as a compass throughout production.


Encourage iteration and testing

Feel can’t be predicted , it must be tested.

Set up regular playtests, cross-discipline feedback, and interactive prototypes from the first weeks.

It’s through testing that everything becomes clear.

Does the character feel heavy? The game feels sluggish.

Is the camera poorly framed? The player loses their bearings.

Are the controls too slow to respond? Immersion breaks. Every detail matters


Create cross-validation tools

Evaluation grids, checklists, benchmarks...

Include 3C criteria in animation reviews, QA tests, and gameplay validations.

It helps catch issues before they become structural.


Adapt the 3Cs to platforms and audiences

What works on a controller may be frustrating on keyboard/mouse or mobile.

Think about mobile controls, camera on Switch, accessibility for players with disabilities...

The 3Cs must be flexible, contextual, and inclusive.




🔍The 3Cs in Action


Over the years, I’ve had the chance to work on several AAA productions where the 3Cs were central to the player experience.


Each project allowed me to explore different approaches, understand real constraints, and contribute to systems where movement and emotion must coexist.


A game only becomes good at the end.


Throughout production, we adjust, correct, test , and for a long time, the game feels broken.

That’s normal. It’s even necessary.


It’s in this creative chaos that the 3Cs take shape: slowly, through iteration, through compromise.


Character, Camera, and Controls must work together, in perfect symbiosis.

But their success isn’t measured by complexity , it’s measured by discretion.



Heavy Rain – Emotion through camera and realism


The game was designed as a long interactive cinematic.

Each scene had its own camera, crafted to tell something specific and heighten emotion.


Character movement was deliberately realistic (no sudden jumps or overly “video game” actions)to reinforce immersion in the narrative universe.


The challenge was finding the right balance between realism and responsiveness:we could afford a bit more latency than in an action game,but the player still had to feel connected to what they saw and felt.




Beyond: Two Souls – Two entities, two 3C systems


This project required extensive research on possession animations and how best to represent them.


The camera changed radically depending on whether you controlled Jodie or Aiden:

Jodie: classic TPS camera, with a cinematic touch inherited from Heavy Rain

Aiden: floating camera, controlled via the PS3 gyroscope, with more sensory gameplay


The telekinesis part relied on feel: intuitive controls, visual feedback

(color changes, sound effects...) and fluid transitions.



For Jodie, we worked especially on seamless transitions between gameplay and cinematics:

no cuts, no foot sliding , thanks to technology developed at Quantic Dream.


AIden Gameplay

Prince of Persia – Responsiveness, fluidity and hybrid system


On this project, I worked closely with the gameplay programmer in charge of the 3Cs to iterate on the platforming and combat mechanics of the main character, Sargon.


All of pre-production was dedicated to finding the right system so animations would be both aerial, responsive, and visually coherent.

Every jump, every dash had to convey that acrobatic mastery that defines the Prince.


The goal was to create an experience where the player felt momentum, control, and power in every action.


This close collaboration with the tech team was key to understanding

how technical constraints can fuel creativity rather than limit it.


Prince of Persia Gameplay



⚠️ Red Flags: Mistakes to Avoid


🚩 “The 3Cs are the game designer’s job, not mine”

False. As a gameplay animator, you’re at the heart of Character.

If you don’t understand how your work connects with camera and controls, you’re creating in a vacuum.


🚩“We’ll adjust the camera later”

Camera directly affects animation readability and control feel.

If it’s not tested early, you risk having to redo everything.


🚩 “The controls aren’t responsive, but it looks good”

Beauty never compensates for frustration.

A sluggish game is a game players abandon.

Responsiveness comes before aesthetics..


🚩 “Each department does its own testing”

Without coordination, you create three systems that don’t talk to each other.

Playtests must be cross-functional, with all disciplines involved.





Key Takeaways


There’s no magic formula.

The 3Cs aren’t based on absolute truths or fixed models.

They adapt to the game’s universe, rhythm, genre, and intent.A narrative game doesn’t have the same requirements as a combat game.A platformer doesn’t need the same controls as a detective game.


And what works for one player may feel off for another.


That’s why the 3Cs shouldn’t be treated as standards to reach,but as levers to adjust.


They’re not here to impose a form, but to serve the game in what makes it unique.


As gameplay animators, our role isn’t to aim for perfection,

but to seek the right balance , the one that makes mechanics disappear and lets the experience shine.




💬To help me improve future articles, feel free to leave a comment with your thoughts!





Images used in this article are the property of their respective rights holders

and are presented for illustration and commentary purposes in a non-commercial context.


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