Stop-Motion Animation: Wire Bending, Armatures and Building Models for Scenes

Stop-motion animation is animation created by physically moving real objects a tiny amount between photographs, then playing the photos in sequence so the objects appear to move on their own. Characters are often built around an armature – an internal skeleton – made by wire bending, and covered with materials such as plasticine, foam or fabric. Model building creates the characters, props and sets (miniature scenes) that the animation takes place in.

Stop-motion uses the same principles as drawn animation, especially timing and arcs (see Persistence of Vision, Simple 2D Movement and the Bouncing Ball Timing Exercise). Games have used stop-motion too – several games have been animated with clay or puppets and then digitised.

Materials and tools

  • Armature wire: soft aluminium wire (about 1.5–3 mm thick) bends easily and holds its shape. Thicker wire for the spine and legs, thinner for arms and fingers.
  • Pliers (round-nose and flat-nose) and wire cutters.
  • Plasticine (oil-based clay that does not dry out), foam, aluminium foil and masking tape to bulk out the body.
  • Epoxy putty or hot glue (with adult supervision) for rigid parts such as hands and feet plates.
  • A camera or phone on a tripod, steady lighting, and a stop-motion app with onion skinning (for example Stop Motion Studio or the free program qStopMotion).

Safety: wire ends are sharp. Cut in a direction away from your face, bend or tape the ends, and have an adult supervise hot glue and cutting tools.

Part 1: Wire bending and armature design

An armature must be strong enough to hold a pose, flexible at the joints and the right proportions for the character. Start by drawing the character at actual size and bending the wire directly over the drawing.

  1. Draw a front-view template at full size with a simple skeleton: head, spine, hips, shoulders and limbs.
  2. Make the legs and spine: fold a long piece of wire in half, twist it together to form the spine, and leave two ends for legs. Twisting two strands makes them stronger.
  3. Add the arms: twist another doubled wire around the upper spine to form the shoulders and arms.
  4. Make loops for the head and hands; form simple fingers from thinner wire if needed.
  5. Add feet plates from putty or card, with a way to hold the puppet down – for example a small nut in the foot so it can be screwed to the table (a tie-down), or magnets on a metal base.
  6. Bulk out the body with foil and tape, keeping joints (elbows, knees, neck) free so they can still bend.
Close-up of a metal puppet hand armature with long wire fingers
Figure 1 – An armature hand for a stop-motion puppet, with a steel palm and bendable aluminium wire fingers. Professional armatures combine rigid parts with flexible wire. Image: Danylo Maliuha, CC BY-SA 4.0, via Wikimedia Commons.

This Howcast video shows how to bend and twist wire to make a simple stop-motion puppet armature:

Part 2: Building models for scenes

  • Characters: cover the armature with plasticine or foam and fabric. Keep heads and hands replaceable so you can swap expressions or mouth shapes.
  • Sets: build on a firm base board. Use card, foam board, wood, paint and textured materials (sand, moss, fabric). Build only what the camera sees.
  • Scale: keep characters, props and sets in the same scale (for example 1:12) so everything fits together.
  • Props: small objects from clay, card or 3D prints; glue down anything that should not move.
  • Layers: use foreground objects, a midground stage and a painted or printed background for depth, just like 2D environments.
Colourful clay animation scene of characters sitting by a fire on a snowy winter street
Figure 2 – A scene from the plasticine animated film Kuzmich. Characters, the snowy street and even the fire were built as physical models. Image: Max Sviridov, Public domain, via Wikimedia Commons.

Part 3: Creating simple stop-motion movements

  1. Lock everything down: tripod fixed, set taped to the table, lights steady (avoid daylight that changes).
  2. Plan the action with a quick thumbnail storyboard and decide the timing (for example 12 photos per second).
  3. Move in small steps: move the puppet a few millimetres, take one photo, repeat. Smaller moves = slower, smoother motion.
  4. Use slow in and slow out: tiny moves at the start and end of an action, bigger moves in the middle.
  5. Check with onion skinning to compare the new position with the previous frame.
  6. Start simple: a ball rolling and bouncing, a character waving, then a short walk (4 key poses per step, just like a drawn walk cycle).
Animated stop-motion clip of toy bricks moving on a green building-brick base
Figure 3 – A short stop-motion animation made with building bricks. Everyday toys are a great way to practise before building your own puppets. Image: Gknor, CC BY-SA 4.0, via Wikimedia Commons.

Example

A group creates a 10-second stop-motion scene called The Crab and the Coconut. They bend a crab armature from 2 mm aluminium wire (a twisted body loop with eight legs and two claws), bulk it with foil and cover it with orange plasticine. The set is a shoebox beach: sand glued to card, a painted sky background, and a clay coconut. Shooting at 12 frames per second, they animate the crab scuttling sideways (legs moving in alternating pairs), stopping, and struggling to push the coconut – with very small moves as it strains and a big move when the coconut finally rolls. Total: 120 photos.

Exercise

  1. Design a simple character and draw a full-size armature template for it.
  2. Build the armature using twisted aluminium wire, with feet that can be fixed down, and test that it holds three different poses.
  3. Build a small set (a shoebox or foam board) with foreground, midground and background elements at the same scale as your puppet.
  4. Shoot a 5–10 second stop-motion movement at 12 frames per second, applying slow in and slow out. Share it and describe one thing you would improve.

Next: Back to all lessons – Animation and Game Design Notes (this is the last post in Unit 2, Module 3: Animation for Games).

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 12 (“create simple stop-motion animation movements”); Specific Objective 13 (“build models for scenes within a stop motion animation”).

Attributions to media used in this post:

Steel Animation Hands with Aluminum Wire Fingers – Armature Puppet (2021).jpg – Danylo Maliuha – CC BY-SA 4.0 (via Wikimedia Commons)

Animacion-con-plastilina-y-clay-animation-pelicula-Kuzmich-153.jpg – Max Sviridov – Public domain (via Wikimedia Commons)

Lego sto motion.gif – Gknor – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

How to Animate a Basic Walk Cycle for Games

A walk cycle is a short series of frames showing a character taking two steps – one with each foot – that loops seamlessly, so the character appears to walk continuously. In games, walk cycles are among the most important animations, because players watch their character walk for hours. A basic walk cycle is built from four key poses: contact, down, passing and up.

Walk cycles use the timing and spacing skills from Persistence of Vision, Simple 2D Movement and the Bouncing Ball Timing Exercise – in fact, the body’s up-and-down motion behaves a bit like a gentle bouncing ball.

The four key poses

PoseWhat happensTips
ContactThe front heel touches the ground and the back toe is about to leave it. The legs are furthest apart.This pose shows the stride length. Arms are opposite to legs: left leg forward, right arm forward.
DownThe front leg bends to absorb the weight; the body is at its lowest point.Shows weight. A heavy character sinks more.
PassingThe back leg swings past the standing leg; the body rises through the middle.The free foot lifts to clear the ground.
UpThe standing leg pushes up onto the toe; the body is at its highest point.Leads into the next contact with the other foot.

After the four poses for one step, the same poses are repeated with the opposite leg and arm to complete the cycle. The last frame must lead smoothly back into the first so the loop has no jump.

Animated black-and-white cartoon character walking in profile
Figure 1 – A simple four-frame walk cycle in profile. Even with very few drawings, the loop reads clearly as walking. Image: Ajay Karat, CC BY 3.0, via Wikimedia Commons.

Timing a walk

  • At 24 fps, a normal walk takes about 12 frames per step (24 frames for the full cycle), which is roughly two steps per second.
  • A quick, cheerful walk might use 8 frames per step; a slow, tired walk 16 or more.
  • Game sprites often use 4, 6 or 8 frames for the whole cycle to save art time and memory.
  • Personality comes from variation: a bouncy walk has big up-and-down motion; a sneaky walk is low with slow, careful steps; a proud walk leads with the chest.

Other body parts

  • Hips rise and fall (lowest on the down pose, highest on the up pose) and tilt slightly from side to side.
  • Shoulders twist opposite to the hips.
  • Arms swing opposite to the legs, following arcs, with a slight delay (follow-through).
  • Head bobs with the body; hair, clothes and tails trail behind (overlapping action).
Animated black silhouette of a figure walking in a steady loop
Figure 2 – A 3D walk cycle created in Blender. The same four key poses and timing apply whether you draw by hand or animate a 3D rig. Image: SoylentGreen, CC BY-SA 3.0, via Wikimedia Commons.

Walk cycles in games

Game walk cycles have a few special requirements:

  • In-place animation: the character walks on the spot, and the game code moves it through the world. The animation speed must match the movement speed, or feet appear to slide.
  • Root motion: in some 3D engines, the animation itself moves the character, keeping feet planted perfectly.
  • Sprite sheets: 2D frames are arranged in a grid image that the engine plays in order.
  • Transitions and blending: the walk must blend smoothly into idle, run and jump animations. Engines use state machines to switch between them.
  • Directions: top-down and isometric games need walk cycles for four or eight directions.

In this project from the Scratch Team, a sprite switches through walking costumes in a loop. Click “See inside” to see how the cycle and the movement are coded, then remix it with your own drawings:

Alan Becker’s tutorial breaks down walk cycles pose by pose:

Common walk cycle mistakes

  • Arms and legs on the same side moving together. Remember: left leg forward means right arm forward.
  • No up-and-down motion. Without the down and up poses, the character glides like it is on wheels.
  • A “pop” at the loop point. The last frame should be one step before the first frame, not a copy of it, or the loop will stutter.
  • Feet sliding. The planted foot should stay fixed to the ground while the body moves over it.
  • Stiff arms. Let the elbows bend slightly and the hands trail behind on arcs.

Example

For a side-scrolling game, a student animates an 8-frame walk cycle for a young fisher character: frame 1 contact (left foot forward), frame 2 down, frame 3 passing, frame 4 up, then frames 5–8 repeat the poses with the right foot forward. He exports the frames as a sprite sheet, sets the animation to play at 10 frames per second, and adjusts the character’s movement speed in the game until the feet no longer slide across the boardwalk. To show personality, he adds a slight bounce and lets her fishing hat bob one frame behind the head.

Exercise

  1. Draw the four key poses (contact, down, passing, up) for one step in profile, using stick figures or a simple character.
  2. Complete an 8- or 12-frame walk cycle that loops smoothly. Check it with onion skinning.
  3. Animate two walks with different personalities (for example happy and tired). Describe how you changed timing and poses.
  4. Put your walk cycle into Scratch or a game engine and match the movement speed so the feet do not slide.

Next: Stop-Motion Animation: Wire Bending, Armatures and Building Models for Scenes

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 10 (“create basic walk cycles”).

Attributions to media used in this post:

4-frame-walk-cycle.gif – Ajay Karat – CC BY 3.0 (via Wikimedia Commons)

Blender3D NormalWalkCycle.gif – SoylentGreen – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Persistence of Vision, Simple 2D Movement and the Bouncing Ball Timing Exercise

Persistence of vision is the traditional name for the way our eyes and brain hold on to an image for a fraction of a second after it disappears, so that a rapid series of still pictures blends into what looks like continuous motion. Animation depends on this effect. Simple 2D animation movements are short sequences of drawings that move an object from one position to another, and the bouncing ball is the classic first exercise for learning timing – the number of frames an action takes – and spacing – how far the object moves between frames.

The twelve principles of animation were introduced in The 12 Principles of Animation, Tools and Sound Editing and early optical toys in History of Animation and Video Games. This lesson turns that knowledge into practice.

Persistence of vision

When images are shown quickly enough – roughly 10–12 or more per second – we stop seeing separate pictures and see movement. Nineteenth-century optical toys such as the thaumatrope, phenakistiscope and zoetrope used this to create the first moving images. Scientists today explain apparent motion mainly through the brain’s processing (sometimes called the phi phenomenon or beta movement) rather than the eye simply “holding” images, but “persistence of vision” remains the standard term in animation and in the CAPE syllabus.

Spinning circular disc with small drawings of running rats around its edge
Figure 1 – An animated phenakistiscope disc from 1833. Each slot shows a slightly different drawing; spun quickly, the separate images blend into running animals. Image: Thomas Mann Baynes (1833); animation by Basile Morin, Public domain, via Wikimedia Commons.

Frame rates

  • 24 frames per second (fps) is the film standard. Animators often draw on twos (each drawing held for two frames, 12 drawings per second).
  • Games usually run at 30 or 60 fps, but individual sprite animations may use far fewer drawings (6–12 per second) for a stylised look.
  • The fewer drawings, the choppier the motion; the more drawings, the smoother – but the more work.

Simple 2D animation movements

Every 2D movement is built from keyframes (the main poses or positions) and in-betweens (the drawings that connect them). Animators work in two ways: straight ahead (drawing frame 1, 2, 3 in order, good for fluid, unpredictable action like fire) and pose to pose (drawing the keys first, then filling in-betweens, good for planned action). Simple first movements include:

  • A ball rolling across the screen at constant speed (even spacing).
  • A ball starting slowly, speeding up and slowing down (slow in and slow out: close spacing near the keys, wide spacing in the middle).
  • A pendulum swinging along an arc.
  • A leaf falling in a gentle S-curve.

The bouncing ball: timing in action

The bouncing ball teaches most of the principles at once: timing, spacing, slow in and slow out, arcs and squash and stretch. Gravity makes the ball move slowly at the top of each bounce and fastest just before it hits the ground.

Animated grey ball bouncing with realistic slowing at the top and squash at the bottom
Figure 2 – A well-timed bouncing ball: it slows near the top of each arc, speeds up as it falls, and squashes on contact with the ground. Image: AndyD at English Wikibooks, CC BY-SA 2.5, via Wikimedia Commons.
Animated grey ball bouncing at a constant speed that looks unnatural
Figure 3 – A poorly timed bouncing ball with even spacing. Without slow in and slow out it looks mechanical and weightless – compare it with the previous figure. Image: AndyD at English Wikibooks, CC BY-SA 3.0, via Wikimedia Commons.

Step by step

  1. Plan the path. Lightly draw the ground line and a series of arcs, each lower and shorter than the last, as the ball loses energy.
  2. Draw the keys: the ball on the ground (contact) and at the top of each arc.
  3. Plan the timing. At 24 fps, a first bounce might take about 12–16 frames from contact to contact; later bounces get quicker.
  4. Space the in-betweens. Place drawings close together near the top of the arc (slow) and far apart near the ground (fast). A timing chart – a small ruler-like diagram showing where each in-between falls – helps you plan.
  5. Add squash and stretch. Stretch the ball slightly along its path in the fast frames just before and after contact; squash it flat on the contact frame. Keep the volume the same.
  6. Play it back, check the rhythm and adjust. Then try balls of different materials: a bowling ball (heavy, few bounces, little squash) and a beach ball (light, floaty, many bounces).
Long-exposure photo of a ball bouncing, showing multiple images along decreasing arcs
Figure 4 – A strobe photograph of a real bouncing ball. The images are close together at the top of each arc and far apart near the ground – exactly the spacing animators copy. Image: Michael Maggs; edit by Richard Bartz, CC BY-SA 3.0, via Wikimedia Commons.

This TED-Ed lesson explains timing and spacing with clear examples, including the bouncing ball:

Tools

You can animate a bouncing ball on paper with a flip book, in free programs such as Krita, OpenToonz, Pencil2D or Blender’s Grease Pencil, in Scratch by switching costumes and gliding, or in a game engine using keyframes. Use onion skinning (seeing faint previous and next frames) to judge spacing.

Example

A student animates a rubber ball at 24 fps. Frame 1: contact, squashed. Frames 2–7: rising, stretched at first and then round, with spacing getting closer. Frame 8: the top of the arc, round and barely moving. Frames 9–14: falling, spacing getting wider, stretched on frame 14. Frame 15: contact and squash again. The second bounce is lower and takes 11 frames; the third takes 8. For comparison, he animates a bowling ball that bounces once, only a few centimetres, with almost no squash – and viewers immediately feel the difference in weight.

Exercise

  1. Define persistence of vision in your own words and name two optical toys that use it.
  2. Animate a simple 2D movement: a ball rolling with slow in and slow out, or a pendulum on an arc.
  3. Animate a bouncing ball with at least three bounces, applying timing, spacing, arcs and squash and stretch. Include your timing chart.
  4. Animate two more balls of different materials (heavy and light) and explain how you changed the timing.

Next: How to Animate a Basic Walk Cycle for Games

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 8 (“create simple 2D animation movements”); Specific Objective 9 (“create Bouncing Ball applying timing principle”); Specific Objective 11 (“define the persistence of vision”).

Attributions to media used in this post:

Animated phenakistiscope disc – Running rats Fantascope by Thomas Mann Baynes 1833.gif – Thomas Mann Baynes (1833); animation by Basile Morin – Public domain (via Wikimedia Commons)

Bouncewiki.gif – AndyD at English Wikibooks – CC BY-SA 2.5 (via Wikimedia Commons)

Bouncebadwiki.gif – AndyD at English Wikibooks – CC BY-SA 3.0 (via Wikimedia Commons)

Bouncing ball strobe edit.jpg – Michael Maggs; edit by Richard Bartz – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Basic 3D Texturing, Colour and Lighting (UV Maps, Materials and Three-Point Lighting)

Texturing is the process of adding surface detail, colour and material qualities to a 3D model, so a grey mesh looks like wood, metal, cloth or stone. Colour and surface qualities are stored in a material, often using image files called textures that are wrapped onto the model with a UV map. Lighting is the placement of virtual lights in a 3D scene to make objects visible, show their form and create mood. The classic starting setup is three-point lighting: a key light, a fill light and a back light.

This lesson continues from 3D Modelling for Beginners: Create Game Props and Assets With the Extrude Tool. For colour choices, revisit Colour Theory for Game Design and Animation.

Part 1: Applying texture and colour

Materials

A material describes how a surface reacts to light. Modern game engines use physically based rendering (PBR) materials with a few key settings:

Property / mapWhat it controlsExample
Base colour (albedo)The surface’s own colour, without lighting or shadows.Red paint, brown wood grain.
RoughnessHow rough or glossy the surface is.Rough = chalky stone; smooth = polished metal or wet paint.
MetallicWhether the surface behaves like metal.Gold coins (metallic) vs a wooden crate (not).
Normal mapFake small bumps and dents without extra polygons.Wood grain, rivets, brick edges.
EmissionMakes the surface glow.Lanterns, screens, magic crystals.

UV unwrapping

A UV map is a flattened version of a 3D model’s surface, like unfolding a cardboard box. U and V are the horizontal and vertical axes of the flat image (X, Y and Z are already used for 3D space). In Blender, you mark seams where the model should be “cut”, then choose UV › Unwrap. The flat UV layout can then be painted in any 2D art program or with Blender’s texture paint mode.

A checkered cube shown in stages from 3D to an unfolded flat cross shape
Figure 1 – UV unwrapping a cube: the 3D surface is cut along seams and laid flat, so a 2D texture (here a checker pattern) can be wrapped back onto the model. Image: Zephyris at English Wikipedia, CC BY-SA 3.0, via Wikimedia Commons.

Simple ways to colour game props

  • Flat colour materials: give each part its own coloured material. Quick and perfect for a clean low-poly style.
  • Palette texture: one small image with colour swatches; each face’s UVs are placed on a swatch. Many low-poly games use this, because one texture serves hundreds of props.
  • Hand-painted textures: paint light, shadow and detail directly into the base colour for a stylised look.
  • Photo-based or PBR textures: use openly licensed texture libraries (for example CC0 sites) for realistic surfaces.
Four views of a small 3D house: wireframe, grey model, texture sheet and fully painted version
Figure 2 – Stages of a game prop: wireframe mesh, plain grey model, flattened texture and the final hand-painted textured house. Image: Drummyfish, CC0, via Wikimedia Commons.

Part 2: Basic lighting for a 3D scene

Types of lights

  • Point light: shines in all directions from one point, like a light bulb or candle.
  • Sun (directional) light: parallel rays from far away; lights a whole outdoor scene evenly.
  • Spot light: a cone of light, like a torch or stage spotlight.
  • Area light: light from a surface such as a window or softbox; gives soft shadows.
  • Ambient / environment light: general light from the sky or surroundings that stops shadows from being completely black.

Three-point lighting

  1. Key light: the main, brightest light, usually placed about 45° to one side of the camera and slightly above the subject. It defines the form and main shadows.
  2. Fill light: a softer, dimmer light on the opposite side that lightens the shadows the key creates.
  3. Back light (rim light): placed behind the subject, it outlines the edges and separates the subject from the background.
Photographic portrait of a young man lit from the side with soft shadows and a bright edge on his hair
Figure 3 – A portrait lit with simple three-point lighting. The key light models the face, the fill softens the shadows and the back light separates the head from the background. The same setup works for 3D characters and props. Image: Robert Judge, CC BY 2.0, via Wikimedia Commons.

This official Blender Fundamentals video shows three-point lighting set up step by step in Blender:

Lighting in games

Game lighting must run in real time. Engines combine real-time lights (which can move and change) with baked lighting, where light and shadow are pre-calculated and stored in textures called lightmaps to save processing power. Light colour temperature also tells a story: warm orange light for evening or firelight, cool blue for moonlight or tension.

Example

A student textures the treasure chest from the previous lesson. She marks seams around the lid and base, unwraps the model and paints a simple texture: brown wood planks with darker lines between them and golden metal bands. In the material, she sets the bands to metallic with low roughness so they shine, and the wood to high roughness. For the scene, she adds a warm key light from the front-left, a dim cool fill from the right and a strong back light behind the chest so its outline glows, then renders a portfolio image.

Exercise

  1. Give a model three flat-colour materials with different roughness and metallic settings. Describe how each looks under the same light.
  2. Mark seams, unwrap a simple prop and apply a checker texture to check for stretching; then paint or apply a real texture.
  3. Set up three-point lighting around your prop. Render three images: key only, key + fill, and key + fill + back. Compare them.
  4. Relight the same scene for two moods – a sunny afternoon and a spooky night – by changing light colours, strengths and positions.

Next: Persistence of Vision, Simple 2D Movement and the Bouncing Ball Timing Exercise

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 6 (“apply texture and colour to 3D Object”); Specific Objective 7 (“use basic Lighting for 3D scene”).

Attributions to media used in this post:

Cube Representative UV Unwrapping.png – Zephyris at English Wikipedia – CC BY-SA 3.0 (via Wikimedia Commons)

Hand-painted house 3D model stages.png – Drummyfish – CC0 (via Wikimedia Commons)

Portrait with simple three-point lighting, by Robert Judge.jpg – Robert Judge – CC BY 2.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

3D Modelling for Beginners: Create Game Props and Assets With the Extrude Tool

3D modelling is the process of building three-dimensional objects on a computer. A 3D model is a mesh made of vertices (points), edges (lines joining two vertices) and faces or polygons (flat surfaces enclosed by edges). In games, props are the objects that fill a scene – crates, barrels, lamps, trees, furniture – and assets are all the files a game uses, including models, textures, sounds and animations. The extrude tool is one of the most important modelling tools: it pulls out new geometry from existing faces or edges.

In Unit 1 we listed animation software in The 12 Principles of Animation, Tools and Sound Editing. Now we start using 3D software ourselves. The steps below use Blender, which is free and open-source, but the same ideas work in Maya, 3ds Max and other programs.

Screenshot of Blender with 3D models of a monkey head in the viewport and panels of tools
Figure 1 – The Blender 4.3 interface: the 3D viewport in the centre, the outliner (scene list) and properties panels on the right, and the timeline at the bottom. Image: UnnecessaryDecision, CC0, via Wikimedia Commons.

Key ideas before you start

  • Primitives: ready-made starting shapes such as the cube, cylinder, sphere, cone and plane. Most props begin as a primitive.
  • Object Mode and Edit Mode: in Object Mode you move whole objects; in Edit Mode you change vertices, edges and faces.
  • Transform tools: Move (G), Rotate (R) and Scale (S) in Blender.
  • Polygon count (poly count): the number of faces. Games must run in real time, so props have a polygon budget. Low-poly models use few faces and are efficient; high-poly models are detailed but heavy.
  • Scale and pivot: model at real-world size (1 unit = 1 metre) and place the object’s origin sensibly (for example at the bottom of a barrel) so it sits correctly in the game engine.

The extrude tool and friends

Tool (Blender shortcut)What it doesProp example
Extrude (E)Pulls selected faces, edges or vertices outward, creating new geometry connected to the original.Pulling the legs down from a table top; the spout of a watering can.
Inset (I)Creates a smaller face inside a selected face.A panel on a crate or the rim of a cup (inset, then extrude inward).
Loop cut (Ctrl+R)Adds a ring of edges around the mesh.Adding bands around a barrel.
Bevel (Ctrl+B)Rounds or chamfers sharp edges.Softening the edges of a wooden box so it catches light.
Scale (S) after extrudeMakes extruded parts wider or narrower.Tapering a lamp shade or a tree trunk.
Four grey spheres showing different extrusion results with parts pulled outward
Figure 2 – Different ways of extruding in Blender: extruding a region, individual faces and edges from a sphere produces very different shapes. Image: WebBird, CC BY-SA 3.0, via Wikimedia Commons.

Step by step: model a low-poly treasure chest

  1. Start with a cube. Scale it to the size of the chest base (for example 1 m wide, 0.6 m deep, 0.5 m tall).
  2. Add a loop cut near the top to separate the base from the lid.
  3. Shape the lid. Select the top face, extrude it upward a little, then add loop cuts and move them to make a curved lid.
  4. Inset and extrude the bands. Select the faces where the metal bands go, inset them slightly and extrude them outward a few centimetres.
  5. Add the lock. Select a small face on the front, inset, then extrude outward to make a lock plate.
  6. Bevel sharp edges lightly so the chest looks solid when lit.
  7. Check the poly count (enable Statistics in the viewport overlay). A game prop like this might be a few hundred faces.
  8. Name and export. Name the object (for example prop_chest_01), apply scale, set the origin to the bottom, and export as FBX or glTF for Unity, Unreal or Godot.
Low-poly 3D model of a baobab tree with a thick trunk and flat green leaf clusters
Figure 3 – A low-poly model of a baobab tree. The trunk can be made by extruding and scaling the top face of a cylinder, and the canopy from simple, flat-shaded shapes. Image: YuriNikolai (model by Skodvirr), CC BY-SA 4.0, via Wikimedia Commons.

This Holotna 3D tutorial shows how to model a set of low-poly game assets in Blender, using extrusion and other basic tools:

Good habits for game props

  • Collect reference images before modelling.
  • Build the big shapes first, details last.
  • Keep faces as quadrilaterals (four-sided) where possible; they are easier to edit and animate.
  • Delete faces nobody will ever see (the bottom of a rock sitting on the ground).
  • Make modular pieces (wall, corner, door) that snap together to build many different scenes.
  • Save versions often (chest_v01, chest_v02).

Example

A team making a Caribbean village game creates a prop list: fishing boat, market stall, crate, coconut tree, lamp post and steel pan. The student modelling the market stall starts from a cube for the counter, extrudes four posts up from the corners, uses a plane for the roof and extrudes it down at the edges to make a canopy, then adds loop cuts to create striped fabric sections for colouring later. The finished stall has under 500 faces and is exported as glTF for Godot.

Exercise

  1. Install Blender (free) and practise moving, rotating and scaling objects, and switching between Object Mode and Edit Mode.
  2. Model a low-poly treasure chest (or a crate, barrel or lamp post) using extrude, inset, loop cut and bevel. Keep it under 1,000 faces.
  3. Make a prop list of five items for a game scene and model at least two of them.
  4. Export one prop as FBX or glTF and import it into a game engine (Godot, Unity or Unreal) or an online 3D viewer.

Next: Basic 3D Texturing, Colour and Lighting (UV Maps, Materials and Three-Point Lighting)

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 5 (“use 3D software to create props, assets for games”).

Attributions to media used in this post:

Blender 4.3.2 screenshot.png – UnnecessaryDecision – CC0 (via Wikimedia Commons)

Blender3D Extrude Region Faces Edges.png – WebBird – CC BY-SA 3.0 (via Wikimedia Commons)

Low-poly Adansonia grandidieri 3D model 1.png – YuriNikolai (model by Skodvirr) – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Creating Game Environments: Layout, Composition, Colour and Foreground–Midground–Background Layers

A game environment is the world or space in which a game takes place. Designing an environment relevant to the game concept means the setting must support the story, the mood and – above all – the gameplay. Three important skills are layout and composition (arranging elements for play and for the eye), colour (setting mood and making important things readable), and designing separate foreground, midground and background layers to create depth.

Unit 1 covered perspective and layers in Environment Layers and Perspective Drawing, colour and composition in Colour Theory, Texture, Composition and Layout, and concept work in Conceptualising Environments: Layers and Depth of Field. Here we apply those skills to playable spaces.

Start from the game concept

Before drawing, answer: What does the player do here (jump, sneak, explore, race)? What mood should they feel? Where does it sit in the story? What camera view will show it? An environment for a calm farming game and one for a tense escape sequence can use the same forest, but their layout, lighting and colour will be completely different.

1. Layout and composition

Layout for play

  • Paths and flow: plan the route through the space – main path, optional areas, shortcuts.
  • Readability: the player must instantly tell what is solid ground, what is dangerous and what is decoration.
  • Landmarks: a tall tower, a big tree or a lighthouse helps players orient themselves.
  • Pacing: alternate open, calm areas with tight, challenging ones.

Composition for the eye

  • Focal point: each view should have one main point of interest, often the goal or next area.
  • Leading lines: paths, rivers, fences and rooftops can point towards the focal point.
  • Rule of thirds: placing key features on the thirds of the screen feels balanced and natural.
  • Framing: trees, arches or cliffs at the edges of the view frame the scene and guide attention inward.
Painted forest scene with glowing pink and orange mushrooms in the foreground
Figure 1 – Concept art from the Blender Studio film Sprite Fright. Mushrooms in the foreground, a forest floor in the midground and soft trees behind create depth and a magical mood. Image: Andy Goralczyk / Blender Foundation, CC BY 4.0, via Wikimedia Commons.

2. Colour

Colour sets mood and guides play:

  • Choose a palette for each area that matches its mood (warm sunset for a peaceful village, cold blue-greys for a mountain pass).
  • Use atmospheric perspective: distant objects become lighter, less saturated and bluer, which pushes them back in space.
  • Keep playable surfaces clearly separated in value and colour from the background, so players never jump at scenery by mistake.
  • Reserve the brightest, most saturated colours for important things: collectables, hazards and goals.
Painting of a wooden house on a snowy mountain slope with pale mountains behind
Figure 2 – Concept art from the Blender Studio film Spring. The warm, detailed house stands out against cooler, paler mountains that fade into the distance. Image: Blender Foundation (Spring open movie; uploaded by David Revoy), CC BY 4.0, via Wikimedia Commons.

3. Foreground, midground and background

LayerContentsDesign tips
ForegroundObjects closest to the camera: leaves, rocks, posts; sometimes in front of the player.Darker and more detailed; use sparingly so it never hides the action.
MidgroundThe playable layer: ground, platforms, characters, items and enemies.Highest clarity and contrast; this is where gameplay happens.
BackgroundDistant scenery: sky, hills, city skyline.Lighter, softer and less saturated; simpler shapes; can use parallax scrolling.
Animated cartoon jungle path with sky, clouds, tall orange plant shapes and ground drawn as separate layers
Figure 3 – A scene built from separate layers. When the layers move at different speeds (parallax scrolling), a flat 2D game gains a strong sense of depth. Image: OhSqueezy, CC BY-SA 3.0, via Wikimedia Commons.

This Pixel Overload tutorial shows how to design and paint background layers for parallax scrolling:

Test the environment in play

An environment is only finished when it works in the game. Drop your character into the scene and check it at real screen size and real speed. Can you see the character clearly against every part of the background? Do players notice the landmark and head towards the goal? Does any foreground object hide an enemy or a gap? Take a screenshot and blur it or convert it to greyscale: the playable midground should still stand out. Adjust values, colours and layer detail until the answer to every question is yes.

Example

Game concept: Mangrove Rescue, a side-scrolling game where a young ranger frees trapped birds. Layout: a boardwalk as the main path, with roots and branches as platforms, a tall lookout tower as a landmark and an optional hidden lagoon. Colour: warm greens and golden late-afternoon light for hope; hazards (tangled fishing line) are bright orange so they read clearly. Layers: dark mangrove leaves in the foreground at the screen edges, the boardwalk and roots in the midground at full contrast, and a pale blue-green coastline and sky in the background, scrolling slowly for depth.

Exercise

  1. Write a short game concept and list what the player does, the mood and the camera view for one environment.
  2. Sketch a top-down layout of the environment showing the main path, a landmark, an optional area and hazards.
  3. Paint or draw one side-view scene with separate foreground, midground and background layers. Explain your colour choices.
  4. Turn your layers into a parallax scene in Scratch or another tool and test whether the playable layer remains easy to read.

Next: 3D Modelling for Beginners: Create Game Props and Assets With the Extrude Tool

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 4 (“employ design skills to create environments relevant to the game concept”).

Attributions to media used in this post:

Sprite Fright-concept art-nature 02.png – Andy Goralczyk / Blender Foundation – CC BY 4.0 (via Wikimedia Commons)

Spring-concept art-house.jpg – Blender Foundation (Spring open movie; uploaded by David Revoy) – CC BY 4.0 (via Wikimedia Commons)

Parallax scrolling example scene.gif – OhSqueezy – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Designing Game Characters for Different Genres: Life Drawing, Skeleton, Muscles and Facial Expressions

Character design for games is the process of creating the look, proportions, movement and personality of the characters players control and meet. To design believable characters for different genres, artists study life drawing (drawing real people from observation), the skeleton (the framework of bones and joints), the muscle system (the muscles that shape and move the body) and facial character theory (how faces show emotion and personality).

Unit 1 introduced shape language and silhouettes in Character Design: Genre, Shape Language and Silhouette and gesture drawing in Motion and Figure Drawing for Animation and Games. This lesson goes under the skin: anatomy knowledge is what lets you exaggerate a character convincingly.

Designing for different genres

GenreTypical proportions and styleWhy
Platformer / familyBig head (2–4 heads tall), large eyes, simple shapes, bright colours.Readable at small sizes; appealing and expressive.
Action-adventureHeroic proportions (7.5–8 heads tall), strong silhouette, clear gear.Looks capable; poses and costume show abilities.
RPGVaried body types and costumes that show class and culture.Players must tell classes and factions apart instantly.
Puzzle / casualVery simple, often non-human mascots.Characters should support, not distract from, the puzzle.
Sports / simulationRealistic proportions and motion.Players expect believable bodies and movement.

1. Life drawing

Life drawing means drawing the human figure from real observation. For school and home practice, draw clothed classmates or family members in short poses, people in public places, athletes on TV, or a wooden artist’s mannequin. Start with quick 30-second to 2-minute gesture drawings to capture movement, then longer drawings to study proportions. A common measuring unit is the head: an average adult is about 7.5 heads tall, the halfway point is near the hips, and the elbows line up with the waist.

Light wooden artist’s mannequin standing upright
Figure 1 – An artist’s wooden mannequin. Its jointed limbs can be posed to study proportions and the angles of the body. Image: Petr Kratochvil, CC0, via Wikimedia Commons.

2. The skeleton

The skeleton sets proportions and decides where the body can bend. Artists do not need every bone name, but should know the main masses and joints: the skull, rib cage and pelvis (the three big masses), the spine that links them, and the joints at the shoulders, elbows, wrists, hips, knees and ankles. In 3D games, animators build a digital rig – a simplified skeleton of “bones” – inside the character model to move it, so knowing where real joints sit prevents rubbery, unnatural bends.

Historical engraving of two human skeletons seen from the front and the back
Figure 2 – Front and back views of the human skeleton (historical engraving). Notice the three big masses – skull, rib cage and pelvis – linked by the spine. Image: Wellcome Collection, CC BY 4.0, via Wikimedia Commons.

3. The muscle system

Muscles sit over the skeleton and create the body’s surface shapes. Key groups to learn are the shoulders (deltoids), chest (pectorals), upper arms (biceps and triceps), back, stomach (abdominals), thighs (quadriceps and hamstrings) and calves. Muscles contract (shorten and bulge) and stretch as the body moves, which is why a bent arm looks different from a straight one. Game artists exaggerate muscles to show strength (a heavy brawler) or simplify them for a friendly cartoon look.

4. Facial character theory

Facial character theory is the study of how faces communicate emotion and personality. Research by psychologist Paul Ekman suggests that some basic expressions – happiness, sadness, anger, fear, surprise and disgust – are recognised across many cultures. Three zones do most of the work: the eyebrows (the most expressive feature), the eyes and eyelids, and the mouth. Muscles around the eyes and mouth pull these features into each expression.

Medical illustration of the face showing numbered muscles around the forehead, eyes, cheeks and mouth
Figure 3 – Front and side views of the muscles of facial expression. Knowing where these muscles pull helps artists draw believable expressions. Image: CNX Anatomy 2013, CC BY 4.0, via Wikimedia Commons.
Sheet of black-and-white cartoon faces showing different expressions
Figure 4 – A page of cartoon facial expressions from J. Campbell Cory’s 1912 guide The Cartoonist’s Art. Cartoonists exaggerate the eyebrows, eyes and mouth so each emotion reads instantly. Image: J. Campbell Cory, Public domain, via Wikimedia Commons.

Personality shows too: a character who often raises one eyebrow seems sceptical; one with soft, rounded features and wide eyes seems innocent. Designers create an expression sheet showing the character’s key emotions so all artists and animators draw them consistently.

Disney animator Aaron Blaise demonstrates how to draw simple, clear facial expressions:

Example

A student designs the same fisher character for two genres. For a family platformer, she is 3 heads tall with a round body, huge eyes, a bright yellow raincoat and simple muscle shapes; her expression sheet exaggerates joy and surprise. For an action-adventure, she is 7.5 heads tall with realistic proportions based on life drawings of a classmate in a raincoat; the student checks joint positions against a skeleton reference so her rope-throwing pose bends at the right points, and adds defined shoulder and forearm muscles to show years of hauling nets.

Exercise

  1. Do ten 1-minute gesture drawings of clothed people or a wooden mannequin, then one 10-minute drawing measured in head units.
  2. Draw a simplified skeleton (skull, rib cage, pelvis, spine and limb joints) in three action poses.
  3. Draw the same arm straight and bent. Show how the biceps and triceps change shape.
  4. Create an expression sheet for a game character showing the six basic emotions, then redesign the character for a different genre.

Next: Creating Game Environments: Layout, Composition, Colour and Foreground–Midground–Background Layers

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 3 (“employ design skills to create characters for different genres of games”).

Attributions to media used in this post:

Wooden Mannequin.jpg – Petr Kratochvil – CC0 (via Wikimedia Commons)

Human skeleton; front and back views. Coloured line engravin Wellcome V0008004.jpg – Wellcome Collection – CC BY 4.0 (via Wikimedia Commons)

1106 Front and Side Views of the Muscles of Facial Expressions numbered.jpg – CNX Anatomy 2013 – CC BY 4.0 (via Wikimedia Commons)

Facial expressions – The Cartoonist's Art.jpg – J. Campbell Cory – Public domain (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

How to Design a One-Level Game Interface and Navigation Tools (HUD, Menus and Maps)

A one-level interface is the complete set of screens and on-screen elements a player needs to play a single level of a game: a way to start, a heads-up display (HUD) during play, a pause option, and a clear end screen for winning or losing. Navigational tools are the parts of the interface that help players find their way – both through the menus (buttons, tabs, back arrows, level select) and through the game world (maps, mini-maps, compasses, waypoints and signposts). Both are forms of graphic design: arranging type, icons, colour and space so information is quick to read.

This is a hands-on lesson that puts earlier theory to work. Review The Game UI Design Process and How to Tell Good UI From Bad UI and How to Wireframe a Game User Interface before you start.

Part 1: Designing a one-level interface

Treat one level as a mini-game with a beginning, middle and end. Plan these screens and states:

Screen or stateWhat it needsGraphic design tips
Title / startGame title, “Play” button, optional settings and credits.One dominant button; the title uses the game’s key colours and font.
Level introLevel name and goal (“Collect 20 shells before sunset”).Short text plus an icon; fade out after 2–3 seconds or on a tap.
Gameplay HUDOnly essential information: lives or health, score or progress, timer, pause button.Place at the edges and corners; use icons with numbers; consistent colours.
Pause menuResume, restart, settings, quit.Darken the game behind the menu; “Resume” selected by default.
Win screenCelebration, score, stars or rewards, “Next” or “Replay”.Animated reward, big readable score, clear next step.
Lose screenEncouraging message, reason for losing, “Try again”.Friendly tone; show how close the player got.

Graphic design basics for game interfaces

  • Typography: use one display font for titles and one very readable font for everything else. Keep text short and large enough for the platform.
  • Icons: draw simple, bold icons with the same line thickness and style. Test that each is recognisable at small sizes.
  • Grid and alignment: line elements up on an invisible grid and keep equal margins around the screen edges (a “safe area”, important on TVs and phones with notches).
  • Colour and contrast: use the game’s palette, but make sure text and important icons have strong contrast with the background.
  • Theme: the frames, buttons and fonts should look like they belong to the game world – driftwood buttons for a beach game, glowing panels for a space game.

Part 2: Designing navigational tools

Menu navigation

  • Keep menus shallow: players should reach any option in two or three steps.
  • Always provide a Back button in the same place, and support the controller’s back button or the Escape key.
  • Show the current selection clearly with a highlight, outline or animation.
  • Use breadcrumbs or titles (“Settings › Audio”) so players know where they are.
  • Make it work with every input the game supports: touch, mouse, keyboard and controller.
Game menu with a grid of character icons, a selected kart preview and stat bars
Figure 1 – The kart selection screen in SuperTuxKart: a grid of characters, a highlighted current choice, stat bars and clear buttons along the bottom. Image: QwertyChouskie, CC BY-SA 4.0, via Wikimedia Commons.

In-world navigation

  • Maps and mini-maps show the player’s position, goals and explored areas.
  • Compass bars and waypoints point towards objectives.
  • Environmental signposting guides without any HUD: lights, paths, colour, open doors and landmarks draw players forward.
  • Breadcrumb trails – coins or collectables placed along the intended route – quietly show the way.
Blue map of connected rectangular rooms and corridors drawn on a light background
Figure 2 – An automap from the free game Meritous. Explored rooms are drawn automatically as the player moves, helping them navigate a large maze. Image: Lancer-X/ASCEAI, CC BY-SA 3.0, via Wikimedia Commons.

Game director Masahiro Sakurai explains why menus should express the personality of your game world, not just list options:

Example

For a single beach level called Shell Seeker, a student designs: a title screen with a driftwood “Play” button; a level intro card (“Find 20 shells before the tide comes in”); a HUD with a shell counter (top-left), a tide timer drawn as a rising wave (top-right) and a pause button; a pause menu on a wooden sign; a win screen with up to three starfish for speed; and a lose screen saying “The tide won this time – you found 16 shells!”. For navigation she adds a small mini-map in the bottom-right corner showing shell locations the player has already spotted, and places seagulls that circle above hidden shells as in-world signposts.

Exercise

  1. Choose a level idea and list every screen and HUD element it needs, using the table above.
  2. Draw the full one-level interface: title, level intro, HUD, pause, win and lose screens. Apply at least three graphic design tips.
  3. Design a menu flow with a Back button and breadcrumbs, and one in-world navigational tool (mini-map, compass or signposting).
  4. Build the screens in Scratch, Construct or any tool (or as linked slides) and ask someone to navigate them without help. Record where they got stuck.

Next: Designing Game Characters for Different Genres: Life Drawing, Skeleton, Muscles and Facial Expressions

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 1 (“design a one level interface”); Specific Objective 2 (“design navigational tools”).

Attributions to media used in this post:

SuperTuxKart kart selection screen 2018.png – QwertyChouskie – CC BY-SA 4.0 (via Wikimedia Commons)

Meritous-automap.png – Lancer-X/ASCEAI – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Game Design Tools, Making Your First Game and the Constraints of Budget, Time and Audience

Game design tools are the software programs used to build games, from beginner-friendly block-based editors to professional game engines. Using a tool to create a game means combining a game environment, characters, assets, behaviours, sound and scores into something playable. Every project also faces constraints – limits of budget, time and audience – that shape what can be made.

Prominent game design tools

ToolTypeBest forCost
ScratchBlock-based coding in the browserBeginners, quick 2D prototypes, learning logicFree
StencylDrag-and-drop blocks for 2D gamesBeginners making mobile and web gamesFree tier, paid publishing
Construct (Construct 2 / 3)Event-sheet 2D engine in the browserFast 2D games without traditional codingFree trial, subscription
GameMaker2D engine with visual scripting and its own language (GML)Indie 2D gamesFree for non-commercial use, paid licences
UnityProfessional 2D and 3D engine (C#)Mobile, PC, console, VRFree personal plan, paid tiers
Unreal EngineProfessional 3D engine (C++ and Blueprints visual scripting)High-end 3D, film and virtual productionFree to start, royalties on large earnings
GodotOpen-source 2D and 3D engine (GDScript, C#)Students and indies who want a free, lightweight engineFree and open-source
Screenshot of the Scratch editor showing coloured code blocks, a script area and a stage with a cat sprite
Figure 1 – The Scratch 3.0 editor: code blocks on the left, the scripts area in the middle, and the stage and sprite list on the right. Image: Rchoffat (Scratch interface © MIT Media Lab), CC BY-SA 4.0, via Wikimedia Commons.
Screenshot of the Godot game engine editor with a 2D scene and panels of settings
Figure 2 – The Godot engine editor. Professional engines have scene trees, property inspectors and code editors, but the same ideas – scenes, objects and behaviours – apply. Image: AfterCadaver, CC BY-SA 4.0, via Wikimedia Commons.

Pricing and licences change often, so always check each tool’s website before starting a project.

Using a game design tool to create a game

Whatever tool you use, a game is built from the same six parts. Here is how they look in Scratch:

  1. Game environment: choose or paint a backdrop for each level or screen.
  2. Characters: add sprites for the player, enemies and helpers, each with several costumes for animation.
  3. Assets: import or draw the images, sounds and fonts the game needs (use your own or openly licensed assets and credit them).
  4. Behaviours: write scripts for each sprite: “when right arrow pressed, change x by 5”; “if touching wall, go back”; “forever glide randomly”.
  5. Sound: add background music with a loop and sound effects for jumping, collecting and winning.
  6. Scores: create a variable called Score, set it to 0 when the green flag is clicked and change it by 1 when the player collects something. Add a timer or lives for extra challenge.

Try the Scratch Team’s Maze Starter, then click “See inside” to find each of the six parts. Remix it to add a score and a second level:

The official Scratch Team tutorial below builds a complete jumping game step by step – a perfect first project:

Constraints on game design

Budget

Money decides the size of the team, the number of assets, the tools and licences, marketing and the platforms you can release on. A low budget means a smaller scope: fewer levels, simpler art styles (pixel art or flat shapes), free tools such as Godot or Scratch, and openly licensed sound.

Time

Deadlines limit how many features can be built and tested. Teams use milestones and cut features that are not essential (“scope creep” – adding more and more features – is one of the main reasons games are late). A 48-hour game jam forces a one-mechanic game; a two-year project can support a full story.

Audience

The audience shapes nearly every design decision. For example, if pre-schoolers are the audience, the game should use bright colours, large simple shapes, spoken instructions instead of text, gentle or no failure, and no advertising or purchases. For teenagers, deeper mechanics, customisation and social features may matter more. The platform your audience owns (cheap phones, school computers, consoles) also limits the graphics and controls.

Example

A student team has two weeks, no budget and a target audience of 6- to 8-year-olds at a local primary school. They choose Scratch (free, runs on school laptops). Their game, Recycle Rush, has one environment (a park backdrop), three characters (a child, a recycling bin, a litter-dropping pigeon), simple drawn assets, behaviours (the bin follows the mouse; litter falls from the pigeon), cheerful looping music with a “ding” for each catch, and a score that counts recycled items. Because of the audience, they use big bright shapes and voice recordings for instructions; because of the time limit, they cut a planned second level and a shop.

Exercise

  1. Compare three game design tools from the table: which would you choose for a first 2D game, and why?
  2. Build a simple game in Scratch (or another tool) that includes all six parts: environment, characters, assets, behaviours, sound and a score.
  3. Write a short “constraints statement” for your game: budget, time and audience, and one design decision each constraint forced you to make.
  4. Change the audience of your game to pre-schoolers or to adults. List five changes you would make.

Next: How to Design a One-Level Game Interface and Navigation Tools (HUD, Menus and Maps)

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 2: Game Design and Development – Specific Objective 17 (“identify prominent game design tools”); Specific Objective 18 (“use a game design tool to create a game”); Specific Objective 19 (“discuss the constraints on game design”).

Attributions to media used in this post:

Interface de Scratch 3.0.png – Rchoffat (Scratch interface © MIT Media Lab) – CC BY-SA 4.0 (via Wikimedia Commons)

Godot 3.1 screenshot.png – AfterCadaver – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Game Camera Views: Static, Scrolling, Parallax, First-Person, Third-Person, Isometric and Top-Down

A camera view in a game is the viewpoint from which players see the game world. It decides how much of the world is visible, from what angle, and how the view moves as the player moves. The main camera views are static, scrolling (scrollable), parallax scrolling, first-person, third-person, isometric and top-down. Choosing the right one is one of the biggest decisions in game design, because it affects controls, level design, art and how the game feels.

Camera shots and angles for film and animation were covered in Storyboarding, Camera Angles and Shots. In games the camera must also respond to the player in real time.

The seven camera views

1. Static

A static camera does not move: the whole play area fits on one screen. Classic examples include Pong, Tetris and many puzzle and arcade games. Static views are simple to design and give players complete information, but the world is limited to one screen at a time (some games use flip-screen, cutting to a new static screen at the edge).

2. Scrolling (scrollable)

A scrolling camera moves across a world bigger than the screen, usually following the player. It can scroll horizontally (side-scrollers like Super Mario Bros.), vertically (many shoot-’em-up and climbing games) or in all directions. Some games scroll automatically at a fixed speed (auto-scrolling), forcing the player to keep up.

3. Parallax scrolling

Parallax scrolling is a scrolling technique that moves background layers more slowly than foreground layers. Because distant objects in real life appear to move more slowly than close ones, this creates an illusion of depth in a 2D game. A typical scene has a sky that barely moves, mountains that move slowly, trees that move faster, and the ground the player walks on moving fastest.

Animated city skyline in three shades of blue, with each layer scrolling at a different speed
Figure 1 – Parallax scrolling in action: each layer moves at a different speed, so the flat scene appears to have depth. Image: NuclearDuckie, CC0, via Wikimedia Commons.

Play with this Scratch project to see (and remix) parallax scrolling:

4. First-person

A first-person view shows the world through the character’s eyes; often only their hands or tools are visible. It creates strong immersion and is popular in exploration, puzzle, simulation and VR games. However, players cannot see their own character, and fast camera motion can cause motion sickness for some people, so options such as field-of-view settings help.

5. Third-person

A third-person camera follows behind or over the shoulder of the player character, so players see their avatar and its surroundings. It shows character animation and costume, and makes platforming and exploration easier to judge. Designers must handle the camera carefully so walls and objects do not block the view.

Racing game view from behind a kart driving along a colourful track
Figure 2 – A third-person chase camera in SuperTuxKart. Seeing the kart helps players judge turns, jumps and the position of rivals. Image: STK dev team, CC BY 3.0, via Wikimedia Commons.

6. Isometric

An isometric view shows the world from a raised diagonal angle, with no perspective shrinking, so the three axes appear at equal angles. It lets players see the tops and two sides of objects, giving a 3D feel with 2D art. Isometric views are common in strategy, city-building and simulation games.

Isometric pixel-art city street with buses, cars and buildings seen from a diagonal angle above
Figure 3 – Isometric pixel art. The diagonal viewpoint shows the top and two sides of every object, a favourite for building and strategy games. Image: Peterson Freitas (Propeterson), CC BY-SA 4.0, via Wikimedia Commons.

7. Top-down

A top-down (bird’s-eye or overhead) view looks straight down on the world. It clearly shows layouts, routes and the positions of everything, which suits maze games, racing games with an overhead view, and many classic adventure games. Characters are often drawn with a slight angle so they remain recognisable.

Comparing camera views

ViewStrengthsChallengesGood for
StaticSimple; everything visibleSmall worldPuzzle, arcade
ScrollingLarge worlds, clear 2D movementLimited view aheadPlatformers, shoot-’em-ups
ParallaxDepth and atmosphere in 2DMore art layers to createSide-scrollers, animation
First-personImmersionMotion sickness; cannot see avatarExploration, VR, simulation
Third-personSee avatar and surroundingsCamera can get blockedAction-adventure, racing
Isometric3D feel with 2D art; big overviewDepth can be hard to judgeStrategy, building
Top-downClear layout and routesLess sense of heightMaze, racing, adventure

For a deep dive into how professional 2D cameras decide when and how to move, watch this GDC talk on cameras in side-scrollers:

Example

Imagine a game about a lost puppy finding its way home through a town. A top-down view would make it a maze game focused on routes. A parallax side-scroller would focus on jumping over fences and would look like a storybook. A third-person 3D view would let players explore freely and see the puppy’s expressive animations. An isometric view could turn it into a puzzle game about moving objects to open paths. The story is the same; the camera changes the whole design.

Exercise

  1. Name a game for each of the seven camera views, and explain why that view suits the game.
  2. Remix the parallax Scratch project or draw a three-layer parallax scene. Label which layer moves fastest and slowest.
  3. Choose one game and imagine it in a different camera view. What would change in the controls, levels and art?
  4. Sketch the same small room in top-down, side and isometric views.

Next: Game Design Tools, Making Your First Game and the Constraints of Budget, Time and Audience

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 2: Game Design and Development – Specific Objective 16 (“distinguish among the different camera views”).

Attributions to media used in this post:

Parallax scroll.gif – NuclearDuckie – CC0 (via Wikimedia Commons)

Supertuxkart-0.9-screenshot-1.jpg – STK dev team – CC BY 3.0 (via Wikimedia Commons)

Isometric Pixel Art by Peterson Freitas.gif – Peterson Freitas (Propeterson) – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.