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Camera views in 2D games

How many ways can a 2D game look at its world? There's no official list, but about twelve views cover nearly every game, and four of them cover most pixel games. Here is one little scene, a house, a tree, and a hero, drawn through each.

Looking down Top-down Straight down: roofs, treetops, and the tops of heads. Details
Looking down Three-quarter (3/4) From above at an angle: tops and fronts at once. Details
Looking down Oblique Fronts drawn flat, depth slanting off at an angle. Details
Looking down Isometric The world turned 45° and tilted: a floor of diamonds. Details
Looking from the side Side view From the side, like a stage. Up is up. Details
Looking from the side Cross-section A side view sliced open to show what's inside. Details
Looking from the side Belt-scroll A side view whose floor is a band you walk up and down. Details
Looking from the side Point-and-click A side view where people shrink as they walk away. Details
Looking ahead First-person Through the hero's own eyes. Details
Looking ahead Behind view Riding just behind the hero, the road running to the horizon. Details
Mixing 2D and 3D 2.5D (HD-2D) Flat pixel sprites standing in a real 3D world. Details
No camera at all No camera (UI only) No world to look at: just text, buttons, and counters. Details
Pick a camera

Looking down

The camera hangs above the world. These are the views of RPGs, strategy maps, and shooters.

Top-down

Also called bird's-eye, overhead

The camera looks straight down. You see roofs, treetops, and the tops of heads, so walls and faces stay hidden.

Art cost
Low
Hero sprites
One, rotated in the engine
Good for
Shooters, racing, management maps

Three-quarter (3/4)

Also called top-down RPG view

The camera looks down at an angle, so you see the tops of things and their front faces at once. Most games people call top-down RPGs actually use this.

Art cost
Medium
Hero sprites
Three: down, up, and side (flipped for the other side)
Good for
RPGs, farming, adventure

Oblique

Also called cabinet projection, cavalier projection

Each object's front is drawn flat and true to shape, and its depth slants off at an angle. Strictly speaking, pixel-art three-quarter is a loose kind of oblique.

Art cost
Medium
Hero sprites
Three: down, up, and side
Good for
Towns, city builders, RPGs with lots of buildings

Isometric

Also called iso, 2:1 dimetric

The world is turned 45° and tilted, so the floor becomes a grid of diamonds. Pixel art draws it with 2:1 lines (two pixels across, one up), which makes it dimetric, strictly speaking.

Art cost
High
Hero sprites
Four to eight directions
Good for
Tactics, city builders, action RPGs

Looking from the side

The camera stands beside the world, like an audience watching a stage. Down on screen is down in the world.

Side view

Also called side-scroller, platformer view, profile

The camera watches the world from the side, like a stage. Up is up, so jumping and gravity read at a glance.

Art cost
Low
Hero sprites
One, flipped to face the other way
Good for
Platformers, runners, launch-and-fly games

Cross-section

Also called cut-away, ant-farm view

A side view with the ground sliced open, so you see what's inside: tunnels, rooms, and layers of rock.

Art cost
Low
Hero sprites
One, flipped
Good for
Digging, colonies, base builders

Belt-scroll

Also called beat 'em up view, side view with depth

A side view where the floor is a band, so characters walk up and down it as well as left and right. A shadow under each one shows where it stands.

Art cost
Medium
Hero sprites
One, flipped
Good for
Brawlers, co-op action

Point-and-click

Also called adventure view, depth scaling

A side view of a room or street where characters shrink as they walk into the screen. You move by clicking where to go.

Art cost
Medium
Hero sprites
Three: front, back, and side
Good for
Adventure and story games

Looking ahead

The camera looks toward the horizon. 2D games fake that depth with sprites that grow as they get closer.

First-person

Also called front view, dungeon-crawler view

You see through the hero's own eyes. 2D games fake the depth with pre-drawn wall pieces at a few distances, or with raycasting.

Art cost
Medium
Hero sprites
None: you are the hero
Good for
Dungeon crawlers, horror

Behind view

Also called third-person chase, pseudo-3D

The camera rides just behind the hero while the road stretches to the horizon. Everything else is a sprite that grows as it gets closer.

Art cost
Medium
Hero sprites
The back, plus turning frames
Good for
Racing, rail shooters

Mixing 2D and 3D

Flat pixel art, placed in real 3D space.

2.5D (HD-2D)

Also called 2.5D, sprites in 3D

Flat pixel-art characters stand in a 3D world with real light and a perspective camera. HD-2D is Square Enix's name for its own take on the look.

Art cost
High
Hero sprites
Four to eight directions, plus a 3D world
Good for
RPGs, tactics

No camera at all

Some games never show a world.

No camera (UI only)

Also called text game, interface-only

There's no world to look at, only text, buttons, counters, and bars. Many incremental games start here and add a scene later, if ever.

Art cost
Lowest
Hero sprites
None
Good for
Incremental, idle, and text games

In real pixel art

The diagrams above are simple on purpose. Here is a fully drawn cottage through three of the cameras. Seen straight down, a house is only a roof, which is one reason RPGs prefer three-quarter.

A pixel-art cottage in side view
Side view
A pixel-art cottage in three-quarter
Three-quarter
A pixel-art cottage in isometric
Isometric

Cottages generated with PixelLab.

Side by side

View Art cost Hero sprites
Top-down Low One, rotated in the engine
Three-quarter (3/4) Medium Three: down, up, and side (flipped for the other side)
Oblique Medium Three: down, up, and side
Isometric High Four to eight directions
Side view Low One, flipped to face the other way
Cross-section Low One, flipped
Belt-scroll Medium One, flipped
Point-and-click Medium Three: front, back, and side
First-person Medium None: you are the hero
Behind view Medium The back, plus turning frames
2.5D (HD-2D) High Four to eight directions, plus a 3D world
No camera (UI only) Lowest None

Things that aren't views

Two other choices get mixed up with the camera, but any view can use either one:

  • The grid: square or hex tiles, lanes, or no grid at all. A hex map can be top-down or isometric. See Grids and tiles.
  • The scrolling: a fixed screen, or one that scrolls sideways or up. A vertical shooter is a top-down game that scrolls up.