Make the camera move intentionally.
The camera defines the player's experience. It controls what you see and how the world feels. Two main types: Follow Camera (tracks the player) and Free Camera (player controls it). Version 1 uses a simple fixed angle.
Third-person exploration camera — slightly behind and above the player. Creates tension because you can't see everything.
Top-down development camera — looking straight down at a slight angle. Creates clarity because you can see your whole block.
Add OrbitControls temporarily for testing different angles:
Once you find the right angle, lock the camera by removing OrbitControls and setting fixed values:
Camera angle is stable. World feels grounded and intentional, not random.
No cinematic cameras. No camera transitions. One fixed angle.
Camera too close — can't see the world. Pull it back.
Camera too far — the world feels distant and detached.
Forgetting lookAt — the camera points at nothing and the scene looks broken.
Ask "How does this camera angle make you feel?" Compare top-down vs third-person. This teaches that camera is a design decision, not just a technical one. The camera shapes emotion before a single mechanic is built.