# Build Game Camera Controls

> Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.

- Skill: `nota-america/build-game-camera-controls` (Agent Skill)
- Install (CLI): `npx skillmds@latest add nota-america/build-game-camera-controls`
- Raw SKILL.md: https://api.skillmd.com/api/skills/nota-america/build-game-camera-controls/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: nota-america (https://skillmd.com/u/nota-america)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/nota-america/build-game-camera-controls

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# Build Game Camera Controls

Keep gameplay readable before making the camera cinematic. Define one authoritative target, camera bounds, zoom range, collision/occlusion policy, and reduced-motion behavior.

## Implement

- Smooth position and look-at targets independently; never bind the camera directly to jittery render state.
- Preserve player, immediate threat, objective, and interaction cues in frame at the intended distance.
- Clamp orbit, pitch, and zoom; prevent walls or props from hiding the player without making geometry invisible globally.
- Treat lock-on, scripted moments, and shake as temporary modifiers layered over the base camera.
- On touch, separate camera gesture zones from movement/action controls and provide reset framing.

## Verify

Test corners, tall props, tunnels, multiple enemies, lock-on switching, pause, reduced motion, portrait, and landscape. Confirm no camera behavior breaks targeting, UI, or performance.

