camera-systemlisted
Install: claude install-skill Firzus/agent-skills
# Camera System
Build the camera of a game — the third pillar of feel alongside
`character-controller` and `combat-system`. References: John Nesky's *50 Game
Camera Mistakes*, God of War's one-shot camera, Itay Keren's *Scroll Back*
(2D cameras), the Toric-space camera-control research, and Cinemachine as the
reference implementation. Excluded: authored cutscene cameras on a timeline
(`cinematic-system`).
## The architecture rule
**A stack of declarative virtual cameras + one brain that blends. Gameplay never
writes the final camera transform.**
```
vcams (one per context: explore / combat / aim / dialogue / photo)
= declarative configs {follow target, look target, distance, offsets,
damping, FOV, noise}
brain = picks the live vcam by priority, blends via a per-pair blend table
camera state = a data struct (pos, rot, FOV, lens) — blending = interpolating
pipeline per vcam: composition → collision/occlusion → noise/shake
volumes = the designer override layer (level-placed, blend in/out)
```
Gameplay talks to the system through states and events only — the same
router/stack discipline as `menu-ui-manager`.
## Nesky's law (the input contract)
**Never fight the player's input.** Every automatic behavior (recentering,
auto-framing, soft-lock bias) suspends the instant the player touches the camera
stick and resumes only after an idle delay. Manual input always wins. And **cut —
don't blend — when passing through opaque geometry** (unless you've signed up for
the one-s