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	<id>https://ingamephotography.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Abratox</id>
	<title>In-Game Photography - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ingamephotography.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Abratox"/>
	<link rel="alternate" type="text/html" href="https://ingamephotography.com/wiki/Special:Contributions/Abratox"/>
	<updated>2026-05-02T13:48:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Marvel%27s_Spider-Man_20191017002511.jpg&amp;diff=164</id>
		<title>File:Marvel&#039;s Spider-Man 20191017002511.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Marvel%27s_Spider-Man_20191017002511.jpg&amp;diff=164"/>
		<updated>2020-09-21T17:14:41Z</updated>

		<summary type="html">&lt;p&gt;Abratox: By showing Spider-Man as a lonely subject, as he climbs alone to the top of the highest buildings in New York, we can not only make him the focus of the image but also give the viewer a glimpse of his life and experiences. It also helps that he&amp;#039;s surrounded by negative space and the golden light from sunset, and the use of the rule of thirds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
By showing Spider-Man as a lonely subject, as he climbs alone to the top of the highest buildings in New York, we can not only make him the focus of the image but also give the viewer a glimpse of his life and experiences. It also helps that he&#039;s surrounded by negative space and the golden light from sunset, and the use of the rule of thirds.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20200918160703.jpg&amp;diff=163</id>
		<title>File:Horizon Zero Dawn™ 20200918160703.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20200918160703.jpg&amp;diff=163"/>
		<updated>2020-09-21T17:13:59Z</updated>

		<summary type="html">&lt;p&gt;Abratox: The combination of orange sunlight and blue sky or water is a very common one to find and apply to images, and it works really well as it creates contrast. Contrast brings rhythm and layers to the image, and that in turn draws attention from the viewers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The combination of orange sunlight and blue sky or water is a very common one to find and apply to images, and it works really well as it creates contrast. Contrast brings rhythm and layers to the image, and that in turn draws attention from the viewers.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20200918155225.jpg&amp;diff=162</id>
		<title>File:Horizon Zero Dawn™ 20200918155225.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20200918155225.jpg&amp;diff=162"/>
		<updated>2020-09-21T17:02:35Z</updated>

		<summary type="html">&lt;p&gt;Abratox: By placing Aloy in front of a uniform background made of trees, we can create a contrast that brings the attention towards her. To reinforce this focal point, she is also placed on the lower third of the image, and the shallow depth of field keeps her from merging with the trees. This also keep the snowflakes visible, adding a new element to the atmosphere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
By placing Aloy in front of a uniform background made of trees, we can create a contrast that brings the attention towards her. To reinforce this focal point, she is also placed on the lower third of the image, and the shallow depth of field keeps her from merging with the trees. This also keep the snowflakes visible, adding a new element to the atmosphere.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20200918153737.jpg&amp;diff=161</id>
		<title>File:Horizon Zero Dawn™ 20200918153737.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20200918153737.jpg&amp;diff=161"/>
		<updated>2020-09-21T17:00:53Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Here a tension is created by the situation where Aloy is chased by a Sawtooth. What guides our eyes to the points of interest is the rule of thirds: she is aligned right on top of the right third line, and her face is in the exact intersection of the right and upper thirds. The use of a tilted camera creates diagonal lines on the background and between her face and the Sawtooth&amp;#039;s face, adding tension and movement. (Horizon Zero Dawn)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Here a tension is created by the situation where Aloy is chased by a Sawtooth. What guides our eyes to the points of interest is the rule of thirds: she is aligned right on top of the right third line, and her face is in the exact intersection of the right and upper thirds. The use of a tilted camera creates diagonal lines on the background and between her face and the Sawtooth&#039;s face, adding tension and movement. (Horizon Zero Dawn)&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20190317200351.jpg&amp;diff=160</id>
		<title>File:Horizon Zero Dawn™ 20190317200351.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20190317200351.jpg&amp;diff=160"/>
		<updated>2020-09-21T17:00:06Z</updated>

		<summary type="html">&lt;p&gt;Abratox: In this scene Aloy is in front of a background that consists only of the night sky, making her the only subject present in the scene. The clear background makes it clear that she must be the focal point of the image. To add to that, she is placed on the left third line, which gives movement to the image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In this scene Aloy is in front of a background that consists only of the night sky, making her the only subject present in the scene. The clear background makes it clear that she must be the focal point of the image. To add to that, she is placed on the left third line, which gives movement to the image.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20180129214334.jpg&amp;diff=159</id>
		<title>File:Horizon Zero Dawn™ 20180129214334.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Horizon_Zero_Dawn%E2%84%A2_20180129214334.jpg&amp;diff=159"/>
		<updated>2020-09-21T16:58:46Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Black and white photography can be very appealing. Not only for its history, but because it allows us to focus on the value of light, textures and shapes. In this situation, it allows us to see all the nuance created by the light on the rocks, clouds and mountains, and also makes the white snow all the more interesting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Black and white photography can be very appealing. Not only for its history, but because it allows us to focus on the value of light, textures and shapes. In this situation, it allows us to see all the nuance created by the light on the rocks, clouds and mountains, and also makes the white snow all the more interesting.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:FINAL_FANTASY_XV_20200920095850.jpg&amp;diff=158</id>
		<title>File:FINAL FANTASY XV 20200920095850.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:FINAL_FANTASY_XV_20200920095850.jpg&amp;diff=158"/>
		<updated>2020-09-21T16:57:30Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Cindy&amp;#039;s expression here is the main subject that was chosen to be photographed. We&amp;#039;re not interested in the rest of her body, so the camera got closer to her, cutting out unnecessary detail from the image, leaving just enough background to show that she is in the auto station where she usually works. The shallow depth of field was also used to emphasize that she is where our attention should be. (Final Fantasy XV)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cindy&#039;s expression here is the main subject that was chosen to be photographed. We&#039;re not interested in the rest of her body, so the camera got closer to her, cutting out unnecessary detail from the image, leaving just enough background to show that she is in the auto station where she usually works. The shallow depth of field was also used to emphasize that she is where our attention should be. (Final Fantasy XV)&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:FINAL_FANTASY_VII_REMAKE_20200419102536.jpg&amp;diff=157</id>
		<title>File:FINAL FANTASY VII REMAKE 20200419102536.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:FINAL_FANTASY_VII_REMAKE_20200419102536.jpg&amp;diff=157"/>
		<updated>2020-09-21T16:56:40Z</updated>

		<summary type="html">&lt;p&gt;Abratox: In this scene from Final Fantasy VII Remake, the sunset creates a meaningful atmosphere as Cloud, Tifa and Barret watch the destroyed slums. The shades and the feeling of the ending day add up to a more dramatic scene, Also the composition is made of different depths and layers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In this scene from Final Fantasy VII Remake, the sunset creates a meaningful atmosphere as Cloud, Tifa and Barret watch the destroyed slums. The shades and the feeling of the ending day add up to a more dramatic scene, Also the composition is made of different depths and layers.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:BATMAN%E2%84%A2_ARKHAM_KNIGHT_20190926193141.jpg&amp;diff=156</id>
		<title>File:BATMAN™ ARKHAM KNIGHT 20190926193141.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:BATMAN%E2%84%A2_ARKHAM_KNIGHT_20190926193141.jpg&amp;diff=156"/>
		<updated>2020-09-21T16:55:25Z</updated>

		<summary type="html">&lt;p&gt;Abratox: The use of a high camera angle can give us an overview of Gotham City, and by adding the two characters we can glimpse into their points of view and realize how big it actually is, as the city disappears on the horizon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The use of a high camera angle can give us an overview of Gotham City, and by adding the two characters we can glimpse into their points of view and realize how big it actually is, as the city disappears on the horizon.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:BATMAN%E2%84%A2_ARKHAM_KNIGHT_20190926193046_1.jpg&amp;diff=155</id>
		<title>File:BATMAN™ ARKHAM KNIGHT 20190926193046 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:BATMAN%E2%84%A2_ARKHAM_KNIGHT_20190926193046_1.jpg&amp;diff=155"/>
		<updated>2020-09-21T16:52:46Z</updated>

		<summary type="html">&lt;p&gt;Abratox: As we see the balcony coming from the right side, we are introduced to the dialogue between Batman and the Joker who is pointing ahead, and then to all of Gotham at night. The lines from the foreground lead us towards the scene and creates depth. (Batman Arkham Knight)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
As we see the balcony coming from the right side, we are introduced to the dialogue between Batman and the Joker who is pointing ahead, and then to all of Gotham at night. The lines from the foreground lead us towards the scene and creates depth. (Batman Arkham Knight)&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Microsoft_Flight_Simulator&amp;diff=154</id>
		<title>Microsoft Flight Simulator</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Microsoft_Flight_Simulator&amp;diff=154"/>
		<updated>2020-09-19T17:05:42Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Microsoft Flight Simulator is a series of flight simulator programs. It is one of the longest-running, best-known, and most comprehensive home flight simulator programs on the market. It was an early product in the Microsoft application portfolio and differed significantly from Microsoft&#039;s other software. At 37 years old, it is the longest-running software product line for Microsoft, predating Windows by three years. Microsoft Flight Simulator may be the longest-running PC game series of all time.&lt;br /&gt;
&lt;br /&gt;
Microsoft Flight Simulator 2020 is discussed as one of the best-looking video games to ever be released, and it contains a photo mode, which in Microsoft Flight Simulator is referred to as a Drone Camera.&lt;br /&gt;
&lt;br /&gt;
[[File:Microsoft_Flight_Simulator_AI_light.png|thumb|none|500px| MSFS: In this shot the light is created by the AI]]&lt;br /&gt;
&lt;br /&gt;
=== Slew Mode ===&lt;br /&gt;
&lt;br /&gt;
Slew is simply a useful shortcut way of quickly re-positioning your plane if you don&#039;t want to fly the normal way.&lt;br /&gt;
&lt;br /&gt;
You can start the plane by enabling all the AI- Modes.&lt;br /&gt;
If you have reached a stable flight position you can hit pause.&lt;br /&gt;
Use key &#039;Y&#039; to enter and exit Slew mode.&lt;br /&gt;
Then you can move the plane in Slew to where you want it.&lt;br /&gt;
&lt;br /&gt;
F1 to F4 are the slew altitude keys.&lt;br /&gt;
If you want to Slew for many miles for whatever reason, push your joystick in the direction you want to go, and if it&#039;s not fast enough for you, hold down a keyboard arrow key at the same time to go to warp speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drone Camera ===&lt;br /&gt;
&lt;br /&gt;
* Entered into the Active Pause state (Pause)&lt;br /&gt;
* Press the Insert key on your keyboard&lt;br /&gt;
* This is how you toggle the Drone Camera on and off. &lt;br /&gt;
* You can also activate the Drone Camera by moving your mouse to the top of your screen and activating the top menu, then choosing Camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;440&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Drone Control&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Keyboard&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Controller&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Toggle Drone Depth of Field&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F1&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;B + Y&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Toggle Foreground&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F5&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;B + left on d-pad&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Drone Top Down View&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Ctrl + Space&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;X + Y&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Attach Drone to Next Target&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Ctrl + Page Up&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Attach Drone to Previous Target&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Ctrl + Page Down&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Toggle Drone Auto Exposure&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Ctrl + F4&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Y + LS&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Toggle Drone Auto Focus&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F4&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;B + LS&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Decrease Drone Rotation Speed&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F3&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;X + RB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Decrease Drone Translation Speed&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F1&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;X + RT&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Decrease Drone Depth of Field&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F2&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;B + LT&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Increase Drone Depth of Field&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F3&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;B + RT&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Decrease Drone Exposure&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Ctrl + F2&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Y + LB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Increase Drone Exposure&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Ctrl + F3&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Y + RB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Increase Drone Rotation Speed&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F4&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;X + LB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Increase Drone Translation Speed&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;F2&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;X + LT&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Lock Drone to Next Target&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;t&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Lock Drone to Previous Target&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Shift + t&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Translate Drone Backward&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;s&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Left Stick Down&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Reset Drone Roll&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Space&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;RB + LB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Translate Drone Up&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;r&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;RT&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Translate Drone Right&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;d&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Left Stick Right&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Translate Drone Left&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;a&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Left Stick Left&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Translate Drone Forward&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;w&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Left Stick Up&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Translate Drone Down&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;f&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;LT&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Reset Drone Target Offset&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num 5&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;X + A&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Pitch Drone Down&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num 2&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Right Stick Down&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Roll Drone Right&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num 9&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;RB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Pitch Drone Up&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num 8&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Right Stick Up&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Yaw Drone Left&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num 4&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Right Stick Left&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Yaw Drone Right&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num 6&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Right Stick Right&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Roll Drone Left&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num7&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;LB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Toggle Drone Follow Mode&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Tab&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Right Stick&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Toggle Drone Lock Mode&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Ctrl + Tab&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Left Stick&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Increase Drone Zoom&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num +&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Y + RT&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Decrease Drone Zoom&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;Num –&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;Y + LT&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;196&amp;quot;&amp;gt;Toggle Plane Controls&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;104&amp;quot;&amp;gt;c&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;140&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Free Camera Mode ===&lt;br /&gt;
&lt;br /&gt;
You need to enable the Developer mode from the general settings.&lt;br /&gt;
Start your normal flight, once you are loaded, in the top down menu, there is a Camera menu, press that and then choose Developer Camera.&lt;br /&gt;
You can control the camera either from your keyboard or from your mouse by holding Alt + (left, middle or right) mouse button to control the camera.  &lt;br /&gt;
The mouse controls can be summarised like this:&lt;br /&gt;
&lt;br /&gt;
* Alt + Left mouse button controls the orbit&#039;s camera.&lt;br /&gt;
* Alt + Center mouse button controls the pan camera.&lt;br /&gt;
* Alt + Right mouse button controls the camera zoom, height. &lt;br /&gt;
&lt;br /&gt;
=== Weblinks ===&lt;br /&gt;
Eric Adams is a professional photographer and writer. He is impressed by the possibilities of the flight simulator: &amp;quot;Thanks to its fast &amp;quot;slew mode&amp;quot; and clever drone functionality, it allows users to move through the earth precisely, and to set up scenes with their preferred time, date, and weather conditions, giving photographers the ability to scout locations remotely in ways that Google Earth can’t even touch. You can experiment with lighting and weather to find out when you want to be there, how much time you’ll have to do your shooting before the light disappears, and what your optimal compositions might be as you slew around the environment exploring different angles and elevations and viewpoints. You can move with spooky ease to find your absolute best compositions.&amp;quot; [https://www.youtube.com/watch?v=5ecueP1sVPU]&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Microsoft_Flight_Simulator_AI_light.png&amp;diff=153</id>
		<title>File:Microsoft Flight Simulator AI light.png</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Microsoft_Flight_Simulator_AI_light.png&amp;diff=153"/>
		<updated>2020-09-19T17:03:10Z</updated>

		<summary type="html">&lt;p&gt;Abratox: The Artificial Intelligence creates the light at night.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Artificial Intelligence creates the light at night.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Fallout76_-_Beautiful_Sunset_just_otside_the_Vault.jpg&amp;diff=152</id>
		<title>File:Fallout76 - Beautiful Sunset just otside the Vault.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Fallout76_-_Beautiful_Sunset_just_otside_the_Vault.jpg&amp;diff=152"/>
		<updated>2020-09-19T16:50:28Z</updated>

		<summary type="html">&lt;p&gt;Abratox: As well as giving us the view from top of the hill which by itself creates the epic feeling,
this shot has multiple planes in it&amp;#039;s depth of field which gives us more tree dimensional feel
and not just as a simple 2d image even if it is. There is unquestionably a details of Vault-Tec
mark that is the only man made object across the shot that by itself creates a contrast between 
natural and man-made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
As well as giving us the view from top of the hill which by itself creates the epic feeling,&lt;br /&gt;
this shot has multiple planes in it&#039;s depth of field which gives us more tree dimensional feel&lt;br /&gt;
and not just as a simple 2d image even if it is. There is unquestionably a details of Vault-Tec&lt;br /&gt;
mark that is the only man made object across the shot that by itself creates a contrast between &lt;br /&gt;
natural and man-made.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Far_Cry_Primal_-_Valley_of_the_Bears_-_10000BC.jpg&amp;diff=151</id>
		<title>File:Far Cry Primal - Valley of the Bears - 10000BC.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Far_Cry_Primal_-_Valley_of_the_Bears_-_10000BC.jpg&amp;diff=151"/>
		<updated>2020-09-19T16:50:01Z</updated>

		<summary type="html">&lt;p&gt;Abratox: The dramatic effect of this images come from the high trees and ridges that seem to 
cave us in and in a way pressure us to run toward the middle part of the image. Natural lightning
gives us something we can corelate to, even though this is not a real shot of the nature.
Additionally, there are a few details like the high tree in the middle as well as the white ones 
that give us the feeling of being in the &amp;quot;land of Gods&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The dramatic effect of this images come from the high trees and ridges that seem to &lt;br /&gt;
cave us in and in a way pressure us to run toward the middle part of the image. Natural lightning&lt;br /&gt;
gives us something we can corelate to, even though this is not a real shot of the nature.&lt;br /&gt;
Additionally, there are a few details like the high tree in the middle as well as the white ones &lt;br /&gt;
that give us the feeling of being in the &amp;quot;land of Gods&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:No_Man%27s_Sky_-_Planet_Resria-helix_-_Early_morning.jpg&amp;diff=150</id>
		<title>File:No Man&#039;s Sky - Planet Resria-helix - Early morning.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:No_Man%27s_Sky_-_Planet_Resria-helix_-_Early_morning.jpg&amp;diff=150"/>
		<updated>2020-09-19T16:49:34Z</updated>

		<summary type="html">&lt;p&gt;Abratox: As we&amp;#039;ve already discussed sometimes less is more. By having such a far depth of fieldd in this shot
there are very few details we can see in the distance, pushing the viewer&amp;#039;s eye toward the jaggy details
of the palm looking trees located in the left part of the image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
As we&#039;ve already discussed sometimes less is more. By having such a far depth of fieldd in this shot&lt;br /&gt;
there are very few details we can see in the distance, pushing the viewer&#039;s eye toward the jaggy details&lt;br /&gt;
of the palm looking trees located in the left part of the image.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Far_Cry_Primal_-_Entrance_to_the_ancient_Cave_-_10000BC.jpg&amp;diff=149</id>
		<title>File:Far Cry Primal - Entrance to the ancient Cave - 10000BC.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Far_Cry_Primal_-_Entrance_to_the_ancient_Cave_-_10000BC.jpg&amp;diff=149"/>
		<updated>2020-09-19T16:49:04Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Following the rule of thirds, the focus is placed on the entrance to the cave,
and the blue sky complements the warm tone of the torch and the cave itself with it&amp;#039;s rough 
stone texture. Also there is a rule of subject position in the line of field, where these hanging branches 
create more plains of depth, so you have branches in the first plan, torch and pointy rock in the second 
and cave entrance and sky in the third.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Following the rule of thirds, the focus is placed on the entrance to the cave,&lt;br /&gt;
and the blue sky complements the warm tone of the torch and the cave itself with it&#039;s rough &lt;br /&gt;
stone texture. Also there is a rule of subject position in the line of field, where these hanging branches &lt;br /&gt;
create more plains of depth, so you have branches in the first plan, torch and pointy rock in the second &lt;br /&gt;
and cave entrance and sky in the third.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Far_Cry_Primal_-_Cave_of_the_first_Settlers_-_10000BC.jpg&amp;diff=148</id>
		<title>File:Far Cry Primal - Cave of the first Settlers - 10000BC.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Far_Cry_Primal_-_Cave_of_the_first_Settlers_-_10000BC.jpg&amp;diff=148"/>
		<updated>2020-09-19T16:48:40Z</updated>

		<summary type="html">&lt;p&gt;Abratox: The natural cave-in and the walls themself push the viewers eye toward the center,
naturally creating a vignette effect. Additionally, the rough and sharp stalactites 
give a stark contrast compared to warm and natural light of the fire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The natural cave-in and the walls themself push the viewers eye toward the center,&lt;br /&gt;
naturally creating a vignette effect. Additionally, the rough and sharp stalactites &lt;br /&gt;
give a stark contrast compared to warm and natural light of the fire.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:No_Man%27s_Sky_-_Planet_Resria-helix_somewhere_inbetween_the_stars.jpg&amp;diff=147</id>
		<title>File:No Man&#039;s Sky - Planet Resria-helix somewhere inbetween the stars.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:No_Man%27s_Sky_-_Planet_Resria-helix_somewhere_inbetween_the_stars.jpg&amp;diff=147"/>
		<updated>2020-09-19T16:47:55Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Rule of thirds is applied in a most literal sence.
The horizon starts and ends on the first horisontal line of the rule of thirds.
The dust from the spaceship complements the clouds on the sky,
as well as the clouds with their gentle texture complement the rough texture of the planet&amp;#039;s flora.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Rule of thirds is applied in a most literal sence.&lt;br /&gt;
The horizon starts and ends on the first horisontal line of the rule of thirds.&lt;br /&gt;
The dust from the spaceship complements the clouds on the sky,&lt;br /&gt;
as well as the clouds with their gentle texture complement the rough texture of the planet&#039;s flora.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Far_Cry_Primal_-_Moonlight_on_the_Hillside_-_10000BC.jpg&amp;diff=146</id>
		<title>File:Far Cry Primal - Moonlight on the Hillside - 10000BC.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Far_Cry_Primal_-_Moonlight_on_the_Hillside_-_10000BC.jpg&amp;diff=146"/>
		<updated>2020-09-19T16:47:09Z</updated>

		<summary type="html">&lt;p&gt;Abratox: It&amp;#039;s important to know that sometimes less is more.
By now, you&amp;#039;ve already seeing the benefit of the rule of thirds
and how it adds more appeal to each shot. In this one we went a step further by 
reducing the general saturation of the shot, ontrodusing for for the dramatic effect 
while keeping the viewers eye focused on the moon as a rule of geometry contrasts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
It&#039;s important to know that sometimes less is more.&lt;br /&gt;
By now, you&#039;ve already seeing the benefit of the rule of thirds&lt;br /&gt;
and how it adds more appeal to each shot. In this one we went a step further by &lt;br /&gt;
reducing the general saturation of the shot, ontrodusing for for the dramatic effect &lt;br /&gt;
while keeping the viewers eye focused on the moon as a rule of geometry contrasts.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Fallout76_-_Greenery_just_North_of_the_road_95A.jpg&amp;diff=145</id>
		<title>File:Fallout76 - Greenery just North of the road 95A.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Fallout76_-_Greenery_just_North_of_the_road_95A.jpg&amp;diff=145"/>
		<updated>2020-09-19T16:46:33Z</updated>

		<summary type="html">&lt;p&gt;Abratox: This landscape shot by itself has many details and natural well ballanced lightning.
There is also a geometry shape of the sky and ground that complement each other.
The horizon in this landscape is not in the center, but rather placed on the lower right half 
for the sake of more dramatic effect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This landscape shot by itself has many details and natural well ballanced lightning.&lt;br /&gt;
There is also a geometry shape of the sky and ground that complement each other.&lt;br /&gt;
The horizon in this landscape is not in the center, but rather placed on the lower right half &lt;br /&gt;
for the sake of more dramatic effect.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:No_Man%27s_Sky_-_Planet_Requiclon_Anuri_located_in_the_same_star_closter_as_Resria-Helix.jpg&amp;diff=144</id>
		<title>File:No Man&#039;s Sky - Planet Requiclon Anuri located in the same star closter as Resria-Helix.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:No_Man%27s_Sky_-_Planet_Requiclon_Anuri_located_in_the_same_star_closter_as_Resria-Helix.jpg&amp;diff=144"/>
		<updated>2020-09-19T16:45:54Z</updated>

		<summary type="html">&lt;p&gt;Abratox: This shot applies the rule of thirds, with the priority given to the sky as well as the hard accent on the planet rings on the left side. Blue colour has the priority above other colors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This shot applies the rule of thirds, with the priority given to the sky as well as the hard accent on the planet rings on the left side. Blue colour has the priority above other colors.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Image_1_-_Far_Cry_Primal_-_Mountain_Hills_-_10000BC.jpg&amp;diff=143</id>
		<title>File:Image 1 - Far Cry Primal - Mountain Hills - 10000BC.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Image_1_-_Far_Cry_Primal_-_Mountain_Hills_-_10000BC.jpg&amp;diff=143"/>
		<updated>2020-09-19T16:44:17Z</updated>

		<summary type="html">&lt;p&gt;Abratox: This landscape team with natural and dramatic light of the sunrise,
and by the rule of thirds, ground begins from the low left part of the shot and finishes on the right second line, basically making it a diagonal composition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This landscape team with natural and dramatic light of the sunrise,&lt;br /&gt;
and by the rule of thirds, ground begins from the low left part of the shot and finishes on the right second line, basically making it a diagonal composition.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=133</id>
		<title>Viewpoint</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=133"/>
		<updated>2020-09-16T16:40:18Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scale of the Scene and position the camera to include a subject in the scene allows a viewer to relate the size of your composition. In doing so, your image pops and is much more interesting.&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:GranTurismo_1.jpeg|thumb|none|500px|For a sense of movement you can either position the camera in front or behind the car. In this example the composition of the car and its background is almost 50-50 in screen space. The car needs to be at a certain distance to make it look like its coming towards you and at the same time, show where its coming from. Playing with the perspective and tilting the image slightly gives a greater sense of speed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Death_Stranding_3.jpeg|thumb|none|500px|Just as with vehicles, for character movements you need to position the camera at an angle that best gives away the sense of a leap towards something or somewhere. In this example our character is jumping off a cliff. By leaving the ground/landing zone invisible to the viewer, the composition gives a sense of a much higher jump than it actually is and by tilting the camera slightly downward, that accentuates the feel of a jump even more.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=132</id>
		<title>Viewpoint</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=132"/>
		<updated>2020-09-16T16:39:05Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scale of the Scene and position the camera to include a subject in the scene allows a viewer to relate the size of your composition. In doing so, your image pops and is much more interesting.&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:GranTurismo_1.jpeg|thumb|none|500px|For a sense of movement you can either position the camera in front or behind the car. In this example the composition of the car and its background is almost 50-50 in screen space. The car needs to be at a certain distance to make it look like its coming towards you and at the same time, show where its coming from. Playing with the perspective and tilting the image slightly gives a greater sense of speed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:Death_Stranding_3.jpeg|thumb|none|500px|Just as with vehicles, for character movements you need to position the camera at an angle that best gives away the sense of a leap towards something or somewhere. In this example our character is jumping off a cliff. By leaving the ground/landing zone invisible to the viewer, the composition gives a sense of a much higher jump than it actually is and by tilting the camera slightly downward, that accentuates the feel of a jump even more.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=131</id>
		<title>Viewpoint</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=131"/>
		<updated>2020-09-16T16:38:03Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scale of the Scene and position the camera to include a subject in the scene allows a viewer to relate the size of your composition. In doing so, your image pops and is much more interesting.&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:GranTurismo_1.jpeg|thumb|none|500px|For a sense of movement you can either position the camera in front or behind the car. In this example the composition of the car and its background is almost 50-50 in screen space. The car needs to be at a certain distance to make it look like its coming towards you and at the same time, show where its coming from. Playing with the perspective and tilting the image slightly gives a greater sense of speed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Experimentation&amp;diff=130</id>
		<title>Experimentation</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Experimentation&amp;diff=130"/>
		<updated>2020-09-16T16:36:43Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Created page with &amp;quot;==Examples==  &amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;  &amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; File:GranTurismo_2.jpg|thumb|none|500px|Adding motion blur gives a photo a sense of speed....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:GranTurismo_2.jpg|thumb|none|500px|Adding motion blur gives a photo a sense of speed. By moving the camera back, this time the focus is on the upcoming track. Angled upward also means greater notion that the car is moving forwards. Another way to make the composition of a photo pop more is by adding complimentary colors for the two most obvious subjects. That way you have a clear separation and it is more pleasing to the eye.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Geometry&amp;diff=129</id>
		<title>Geometry</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Geometry&amp;diff=129"/>
		<updated>2020-09-16T16:35:17Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Created page with &amp;quot;==Examples==  &amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;  &amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; File:GranTurismo_3.jpeg|thumb|none|500px|When taking a wide-angle screen shot of an area, i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:GranTurismo_3.jpeg|thumb|none|500px|When taking a wide-angle screen shot of an area, its important not to make the image look like it was shot in dead center. It will look too static and is something that is usually used in architecture but for action shots and movement, it is always preferable to have the photo shot from an angle, showing all the details of the terrain but clearly pointing to a specific direction. If the yellow car was moving in the opposite direction, this scene would be more pleasing to the eye if it was shot from the opposite angle.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Rule_of_Thirds&amp;diff=128</id>
		<title>Rule of Thirds</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Rule_of_Thirds&amp;diff=128"/>
		<updated>2020-09-16T16:32:09Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The image is divided into 9 equal segments by 2 vertical and 2 horizontal lines. You should position the most important elements in your scene along these lines, or at the points where they intersect. This will add balance and interest to your in-game-photo. &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:GranTursmo_4.jpeg|thumb|none|500px|In this shot we clearly want to show who is in the lead. Using the rule of thirds, the track begins in the upper left corner and ends in the lower right. That way you have a diagonal composition showing direction with motion blur, a sense of speed and depth of field shows exactly what the focus is on, attracting the attention of the eye on that.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Depth&amp;diff=127</id>
		<title>Depth</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Depth&amp;diff=127"/>
		<updated>2020-09-16T16:30:19Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Created page with &amp;quot;==Examples==  &amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;  &amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; File:HZD_1.jpeg|thumb|none|500px|Horizon Zero Dawn: We have separated our subjects to two d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HZD_1.jpeg|thumb|none|500px|Horizon Zero Dawn: We have separated our subjects to two different sides however the focus is on our main subject showing her action and emotions while having the enemy, in the background, clearly ready to attack her. Having that empty space in the middle of the photo, gives a good sense of distance between the characters. With the camera so close to our character, the scene is more dynamic because we can clearly see actions of both subjects.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:HZD_1.jpeg&amp;diff=126</id>
		<title>File:HZD 1.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:HZD_1.jpeg&amp;diff=126"/>
		<updated>2020-09-16T16:24:49Z</updated>

		<summary type="html">&lt;p&gt;Abratox: /* Horizon Zero Dawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
=== Horizon Zero Dawn ===&lt;br /&gt;
We have separated our subjects to two different sides however the focus is on our main subject showing her action and emotions while having the enemy, in the background, clearly ready to attack her. Having that empty space in the middle of the photo, gives a good sense of distance between the characters. With the camera so close to our character, the scene is more dynamic because we can clearly see actions of both subjects.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=In-Game_Photography&amp;diff=125</id>
		<title>In-Game Photography</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=In-Game_Photography&amp;diff=125"/>
		<updated>2020-09-16T16:22:57Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In-Game Photography Definition | In-Game Photography]] is a form of art, which consists of photographing video game worlds.&lt;br /&gt;
It differentiates from [[Screenshotting]] in being more related to [[art]] and [[photography]]. &lt;br /&gt;
In this Wiki the focus lies on the emotional responses as the keystone to experiencing In-Game Photography and the creation of an emotional experience as the purpose of artistic expression.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
In-game photographers share the same motivations as &amp;quot;real life&amp;quot; photographers, including a desire to capture [[Composition | visually interesting images]], [[Documentation| preserve memories]], and demonstrating [[How To:In-game Photography | technical expertise]]. You find examples on the [[artists]] page.&lt;br /&gt;
&lt;br /&gt;
[[File:HZD_2.jpeg|thumb|right|500px|Horizon Zero Dawn: Whenever you want to show size of an object, if the distance allows it, shoot it from below, as close to the ground as possible. That way an already big enemy like the one in this photo looks like it is towering over Aloy and that stomp that it is going for, would definitely crush her. In the same respect, with this angle we want to also show how small the other character is. Having the horizon that low also gives an almost infinite size feel to the enemy making him look larger than even the scenery.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Composition==&lt;br /&gt;
&lt;br /&gt;
The [[composition]] of in-game-photos differentiates them from screenshots. Learn how to see the composition possibilities in-game, and how to analyze your photography.&lt;br /&gt;
&lt;br /&gt;
==Popular Games==&lt;br /&gt;
* [[Games:GTA V|GTA V]]&lt;br /&gt;
* [[Games:Final Fantasy XIV|Final Fantasy XIV]]&lt;br /&gt;
* [[World of Warcraft]]&lt;br /&gt;
* [[Far Cry]]&lt;br /&gt;
&lt;br /&gt;
==How-To==&lt;br /&gt;
&lt;br /&gt;
* [[NVIDIA Ansel]]&lt;br /&gt;
* [[Injectable Camera System]]&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Art_and_emotion Art_and_emotion]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/In-game_photography In-game_photography]&lt;br /&gt;
* [http://www.vice.com/amp/en_us/article/8qxpp4/the-art-of-video-game-photography the-art-of-video-game-photography]&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=In-Game_Photography&amp;diff=124</id>
		<title>In-Game Photography</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=In-Game_Photography&amp;diff=124"/>
		<updated>2020-09-16T16:20:48Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[In-Game Photography Definition | In-Game Photography]] is a form of art, which consists of photographing video game worlds.&lt;br /&gt;
It differentiates from [[Screenshotting]] in being more related to [[art]] and [[photography]]. &lt;br /&gt;
In this Wiki the focus lies on the emotional responses as the keystone to experiencing In-Game Photography and the creation of an emotional experience as the purpose of artistic expression.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
In-game photographers share the same motivations as &amp;quot;real life&amp;quot; photographers, including a desire to capture [[Composition | visually interesting images]], [[Documentation| preserve memories]], and demonstrating [[How To:In-game Photography | technical expertise]]. You find examples on the [[artists]] page.&lt;br /&gt;
&lt;br /&gt;
[[File:HZD_2.jpeg|thumb|right|500px|Whenever you want to show size of an object, if the distance allows it, shoot it from below, as close to the ground as possible. That way an already big enemy like the one in this photo looks like it is towering over Aloy and that stomp that it is going for, would definitely crush her. In the same respect, with this angle we want to also show how small the other character is. Having the horizon that low also gives an almost infinite size feel to the enemy making him look larger than even the scenery.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Composition==&lt;br /&gt;
&lt;br /&gt;
The [[composition]] of in-game-photos differentiates them from screenshots. Learn how to see the composition possibilities in-game, and how to analyze your photography.&lt;br /&gt;
&lt;br /&gt;
==Popular Games==&lt;br /&gt;
* [[Games:GTA V|GTA V]]&lt;br /&gt;
* [[Games:Final Fantasy XIV|Final Fantasy XIV]]&lt;br /&gt;
* [[World of Warcraft]]&lt;br /&gt;
* [[Far Cry]]&lt;br /&gt;
&lt;br /&gt;
==How-To==&lt;br /&gt;
&lt;br /&gt;
* [[NVIDIA Ansel]]&lt;br /&gt;
* [[Injectable Camera System]]&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Art_and_emotion Art_and_emotion]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/In-game_photography In-game_photography]&lt;br /&gt;
* [http://www.vice.com/amp/en_us/article/8qxpp4/the-art-of-video-game-photography the-art-of-video-game-photography]&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Spiderman_1.jpeg&amp;diff=123</id>
		<title>File:Spiderman 1.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Spiderman_1.jpeg&amp;diff=123"/>
		<updated>2020-09-16T16:18:07Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Spiderman is leaping towards the ground, however he is positioned to the side because of an optical illusion. He is clearly aiming at the center of that street, but if we put him there, realistically he would overshoot that center by a lot. Having him on the side, like any motion story, tells us not where he is but where he will end up being. Twisting the angle of the shot above high-rise buildings gives a greater sense of vertigo. The depth of field tells us just how high Spiderman is.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Spiderman is leaping towards the ground, however he is positioned to the side because of an optical illusion. He is clearly aiming at the center of that street, but if we put him there, realistically he would overshoot that center by a lot. Having him on the side, like any motion story, tells us not where he is but where he will end up being. Twisting the angle of the shot above high-rise buildings gives a greater sense of vertigo. The depth of field tells us just how high Spiderman is.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:HZD_2.jpeg&amp;diff=122</id>
		<title>File:HZD 2.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:HZD_2.jpeg&amp;diff=122"/>
		<updated>2020-09-16T16:17:47Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Whenever you want to show size of an object, if the distance allows it, shoot it from below, as close to the ground as possible. That way an already big enemy like the one in this photo looks like it is towering over Aloy and that stomp that it is going for, would definitely crush her. In the same respect, with this angle we want to also show how small the other character is. Having the horizon that low also gives an almost infinite size feel to the enemy making him look larger than even the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Whenever you want to show size of an object, if the distance allows it, shoot it from below, as close to the ground as possible. That way an already big enemy like the one in this photo looks like it is towering over Aloy and that stomp that it is going for, would definitely crush her. In the same respect, with this angle we want to also show how small the other character is. Having the horizon that low also gives an almost infinite size feel to the enemy making him look larger than even the scenery.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:HZD_1.jpeg&amp;diff=121</id>
		<title>File:HZD 1.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:HZD_1.jpeg&amp;diff=121"/>
		<updated>2020-09-16T16:17:32Z</updated>

		<summary type="html">&lt;p&gt;Abratox: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
=== Horizon Zero Dawn ===&lt;br /&gt;
We have separated our subjects to two different sides however the focus is on our main subject showing her action and emotions while having the enemy, in the background, clearly ready to attack her. Having that empty space in the middle of the photo, gives a good sense of distance between the characters. This With the camera so close to our character, the scene is more dynamic because we can clearly see actions of both subjects.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:HZD_1.jpeg&amp;diff=120</id>
		<title>File:HZD 1.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:HZD_1.jpeg&amp;diff=120"/>
		<updated>2020-09-16T16:17:18Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Horizon Zero Dawn
We have separated our subjects to two different sides however the focus is on our main subject showing her action and emotions while having the enemy, in the background, clearly ready to attack her. Having that empty space in the middle of the photo, gives a good sense of distance between the characters. This With the camera so close to our character, the scene is more dynamic because we can clearly see actions of both subjects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Horizon Zero Dawn&lt;br /&gt;
We have separated our subjects to two different sides however the focus is on our main subject showing her action and emotions while having the enemy, in the background, clearly ready to attack her. Having that empty space in the middle of the photo, gives a good sense of distance between the characters. This With the camera so close to our character, the scene is more dynamic because we can clearly see actions of both subjects.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:GranTursmo_4.jpeg&amp;diff=119</id>
		<title>File:GranTursmo 4.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:GranTursmo_4.jpeg&amp;diff=119"/>
		<updated>2020-09-16T16:16:42Z</updated>

		<summary type="html">&lt;p&gt;Abratox: In this shot we clearly want to show who is in the lead. Using the rule of thirds, the track begins in the upper left corner and ends in the lower right. That way you have a diagonal composition showing direction with motion blur, a sense of speed and depth of field shows exactly what the focus is on, attracting the attention of the eye on that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In this shot we clearly want to show who is in the lead. Using the rule of thirds, the track begins in the upper left corner and ends in the lower right. That way you have a diagonal composition showing direction with motion blur, a sense of speed and depth of field shows exactly what the focus is on, attracting the attention of the eye on that.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:GranTurismo_3.jpeg&amp;diff=118</id>
		<title>File:GranTurismo 3.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:GranTurismo_3.jpeg&amp;diff=118"/>
		<updated>2020-09-16T16:16:24Z</updated>

		<summary type="html">&lt;p&gt;Abratox: When taking a wide-angle screen shot of an area, its important not to make the image look like it was shot in dead center. It will look too static and is something that is usually used in architecture but for action shots and movement, it is always preferable to have the photo shot from an angle, showing all the details of the terrain but clearly pointing to a specific direction. If the yellow car was moving in the opposite direction, this scene would be more pleasing to the eye if it was sho...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
When taking a wide-angle screen shot of an area, its important not to make the image look like it was shot in dead center. It will look too static and is something that is usually used in architecture but for action shots and movement, it is always preferable to have the photo shot from an angle, showing all the details of the terrain but clearly pointing to a specific direction. If the yellow car was moving in the opposite direction, this scene would be more pleasing to the eye if it was shot from the opposite angle.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:GranTurismo_2.jpg&amp;diff=117</id>
		<title>File:GranTurismo 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:GranTurismo_2.jpg&amp;diff=117"/>
		<updated>2020-09-16T16:16:08Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Adding motion blur gives a photo a sense of speed. By moving the camera back, this time the focus is on the upcoming track. Angled upward also means greater notion that the car is moving forwards. Another way to make the composition of a photo pop more is by adding complimentary colors for the two most obvious subjects. That way you have a clear separation and it is more pleasing to the eye.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Adding motion blur gives a photo a sense of speed. By moving the camera back, this time the focus is on the upcoming track. Angled upward also means greater notion that the car is moving forwards. Another way to make the composition of a photo pop more is by adding complimentary colors for the two most obvious subjects. That way you have a clear separation and it is more pleasing to the eye.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:GranTurismo_1.jpeg&amp;diff=116</id>
		<title>File:GranTurismo 1.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:GranTurismo_1.jpeg&amp;diff=116"/>
		<updated>2020-09-16T16:15:53Z</updated>

		<summary type="html">&lt;p&gt;Abratox: For a sense of movement you can either position the camera in front or behind the car. In this example the composition of the car and its background is almost 50-50 in screen space. The car needs to be at a certain distance to make it look like its coming towards you and at the same time, show where its coming from. Playing with the perspective and tilting the image slightly gives a greater sense of speed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
For a sense of movement you can either position the camera in front or behind the car. In this example the composition of the car and its background is almost 50-50 in screen space. The car needs to be at a certain distance to make it look like its coming towards you and at the same time, show where its coming from. Playing with the perspective and tilting the image slightly gives a greater sense of speed.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Death_Stranding_3.jpeg&amp;diff=115</id>
		<title>File:Death Stranding 3.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Death_Stranding_3.jpeg&amp;diff=115"/>
		<updated>2020-09-16T16:15:37Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Just as with vehicles, for character movements you need to position the camera at an angle that best gives away the sense of a leap towards something or somewhere. In this example our character is jumping off a cliff. By leaving the ground/landing zone invisible to the viewer, the composition gives a sense of a much higher jump than it actually is and by tilting the camera slightly downward, that accentuates the feel of a jump even more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Just as with vehicles, for character movements you need to position the camera at an angle that best gives away the sense of a leap towards something or somewhere. In this example our character is jumping off a cliff. By leaving the ground/landing zone invisible to the viewer, the composition gives a sense of a much higher jump than it actually is and by tilting the camera slightly downward, that accentuates the feel of a jump even more.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Death_Stranding_2.jpeg&amp;diff=114</id>
		<title>File:Death Stranding 2.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Death_Stranding_2.jpeg&amp;diff=114"/>
		<updated>2020-09-16T16:15:22Z</updated>

		<summary type="html">&lt;p&gt;Abratox: In photography, the rules of thirds make the photo look more pleasing. Therefore it is not common to have items or subjects put in the dead center. In this example, having the character in the middle of the photo works perfectly because it is showing scale, just how large the world around him is. It also helps that due to the layout of the land, it is not a flat horizon but a more triangular composition giving also the depth to the image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In photography, the rules of thirds make the photo look more pleasing. Therefore it is not common to have items or subjects put in the dead center. In this example, having the character in the middle of the photo works perfectly because it is showing scale, just how large the world around him is. It also helps that due to the layout of the land, it is not a flat horizon but a more triangular composition giving also the depth to the image.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=File:Death_Stranding_1.jpeg&amp;diff=113</id>
		<title>File:Death Stranding 1.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=File:Death_Stranding_1.jpeg&amp;diff=113"/>
		<updated>2020-09-16T16:15:05Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Any time you want to show a sense of movement or speed you need to position the camera in the direction of the movement. It could be either in front, behind or at the side of character depending what story you want to tell. In this particular photo not only are we showing movement up a hill but the camera has been tilted slightly to show the viewer it is an uphill climb. It gives the image more dynamic feel rather than keeping it flat/horizontal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Any time you want to show a sense of movement or speed you need to position the camera in the direction of the movement. It could be either in front, behind or at the side of character depending what story you want to tell. In this particular photo not only are we showing movement up a hill but the camera has been tilted slightly to show the viewer it is an uphill climb. It gives the image more dynamic feel rather than keeping it flat/horizontal.&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Balancing_Elements&amp;diff=111</id>
		<title>Balancing Elements</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Balancing_Elements&amp;diff=111"/>
		<updated>2020-09-13T12:03:51Z</updated>

		<summary type="html">&lt;p&gt;Abratox: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make sure all the elements of a composition work well together. In doing so, your photograph can become visually balance. Avoid overpowering elements.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Geometry of objects1.jpg|thumb|none|500px|This spot stuck out to me, and the feeling of movement is a significant part of that. Rather than the hills and stone markers all being the same size, each is unique, with some larger than others. You can see the different markers placed closer to and farther from the horizon. The same can be said of the hills, each sloping and guiding the eye to move from one to the other, culminating in the larger mountain all the way in the back.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Geometry of objects2.jpg|thumb|none|500px| Original Photo]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ship hangar 1.jpg |thumb|none|500px|Original Photo]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ship hangar 2.jpg |thumb|none|500px| Light penetrates the ship hangar in the left background, illuminating a stage and all the objects surrounding it. In the right foreground, the fighter jet sticks out a bit, partially obscured by the darker lighting. The contrast and asymmetry of the image is striking, portraying balance and imbalance simultaneously. Pretty neat!]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Balancing_Elements&amp;diff=110</id>
		<title>Balancing Elements</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Balancing_Elements&amp;diff=110"/>
		<updated>2020-09-13T12:03:44Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make sure all the elements of a composition work well together. In doing so, your photograph can become visually balance. Avoid overpowering elements.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Geometry of objects1.jpg|thumb|none|500px|This spot stuck out to me, and the feeling of movement is a significant part of that. Rather than the hills and stone markers all being the same size, each is unique, with some larger than others. You can see the different markers placed closer to and farther from the horizon. The same can be said of the hills, each sloping and guiding the eye to move from one to the other, culminating in the larger mountain all the way in the back.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Geometry of objects2.jpg|thumb|none|500px| Original Photo]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ship hangar 1.jpg |thumb|none|500px|Original Photo]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ship hangar 2.jpg |thumb|none|500px| Light penetrates the ship hangar in the left background, illuminating a stage and all the objects surrounding it. In the right foreground, the fighter jet sticks out a bit, partially obscured by the darker lighting. The contrast and asymmetry of the image is striking, portraying balance and imbalance simultaneously. Pretty neat!]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Balancing_Elements&amp;diff=109</id>
		<title>Balancing Elements</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Balancing_Elements&amp;diff=109"/>
		<updated>2020-09-13T12:03:00Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Geometry of objects1.jpg|thumb|none|500px|This spot stuck out to me, and the feeling of movement is a significant part of that. Rather than the hills and stone markers all being the same size, each is unique, with some larger than others. You can see the different markers placed closer to and farther from the horizon. The same can be said of the hills, each sloping and guiding the eye to move from one to the other, culminating in the larger mountain all the way in the back.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Geometry of objects2.jpg|thumb|none|500px| Original Photo]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ship hangar 1.jpg |thumb|none|500px|Original Photo]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ship hangar 2.jpg |thumb|none|500px| Light penetrates the ship hangar in the left background, illuminating a stage and all the objects surrounding it. In the right foreground, the fighter jet sticks out a bit, partially obscured by the darker lighting. The contrast and asymmetry of the image is striking, portraying balance and imbalance simultaneously. Pretty neat!]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Leading_Lines&amp;diff=104</id>
		<title>Leading Lines</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Leading_Lines&amp;diff=104"/>
		<updated>2020-09-13T10:02:29Z</updated>

		<summary type="html">&lt;p&gt;Abratox: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Read_dead_2.jpg|thumb|none|500px|Red Dead II photo of a building]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Read_dead_1.jpg|thumb|none|500px|The first thing your eyes will drift towards in Red Dead II is, well, the inn smacking you right in the face! I deliberately placed the camera here to bring attention to the building and allowed the angle of the street (continuing onwards towards nature), sidewalks, and power lines to portray the illusion of a more interesting town at large. This creates more dynamic influence versus a head-on static shot. The contrast between the lighter values of the left versus dark on the right also highlights a more aesthetically interesting picture.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lines.jpg|thumb|none|500px|Artificial and naturally occurring lines and curves can have a dramatic effect on the overall composition of an image. Lines contribute to an illusion of depth and oftentimes bring attention to a specific focal point for the viewer. Arranging subjects and objects along lines can direct a person to follow along the picture for the perception of movement. Landscape shots tend to invoke a sense of stillness and tranquility thanks in part to a naturally occurring horizontal line]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=101</id>
		<title>Viewpoint</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=101"/>
		<updated>2020-09-13T09:51:54Z</updated>

		<summary type="html">&lt;p&gt;Abratox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scale of the Scene and position the camera to include a subject in the scene allows a viewer to relate the size of your composition. In doing so, your image pops and is much more interesting.&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Wolf.png|thumb|none|500px|I wanted to concentrate over the attacking wolf and my mage preparing for the fight. If I made the frame bigger capturing part of the environment on both sides (or on the right/left only), the final result would have become a bit dispersive (and distorted due to the camera tilt I applied).]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=100</id>
		<title>Viewpoint</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Viewpoint&amp;diff=100"/>
		<updated>2020-09-13T09:50:27Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Created page with &amp;quot;==Example==  &amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;  &amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; File:Wolf.png|thumb|none|500px|I wanted to concentrate over the attacking wolf and my mage p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Wolf.png|thumb|none|500px|I wanted to concentrate over the attacking wolf and my mage preparing for the fight. If I made the frame bigger capturing part of the environment on both sides (or on the right/left only), the final result would have become a bit dispersive (and distorted due to the camera tilt I applied).]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
	<entry>
		<id>https://ingamephotography.com/index.php?title=Leading_Lines&amp;diff=98</id>
		<title>Leading Lines</title>
		<link rel="alternate" type="text/html" href="https://ingamephotography.com/index.php?title=Leading_Lines&amp;diff=98"/>
		<updated>2020-09-13T09:46:10Z</updated>

		<summary type="html">&lt;p&gt;Abratox: Created page with &amp;quot;==Example==  &amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;  &amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; File:Lines.jpg|thumb|none|500px|Artificial and naturally occurring lines and curves can have...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lines.jpg|thumb|none|500px|Artificial and naturally occurring lines and curves can have a dramatic effect on the overall composition of an image. Lines contribute to an illusion of depth and oftentimes bring attention to a specific focal point for the viewer. Arranging subjects and objects along lines can direct a person to follow along the picture for the perception of movement. Landscape shots tend to invoke a sense of stillness and tranquility thanks in part to a naturally occurring horizontal line]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Abratox</name></author>
	</entry>
</feed>