Experimenting with an Isometric Look in The Last Knight of Camelot


Hey everyone,

I’ve been experimenting with an isometric camera style for my game, The Last Knight of Camelot, a stylized action RPG inspired by Zelda, Tunic, and Arthurian legends. Originally designed as a third-person game, I wanted to test how an isometric perspective could enhance exploration, combat readability, and environmental storytelling.

What I’m Testing:

:small_blue_diamond: Camera Height & Angle – Finding the right target arm length (~1000-1500) and pitch (30-45°) for the best balance of clarity and immersion.
:small_blue_diamond: Cull Distance Optimization – Tweaking tree rendering distances to keep performance smooth while maintaining a rich forest environment.
:small_blue_diamond: Combat & Visibility – Ensuring enemy encounters still feel engaging and readable from a higher perspective.

So far, the isometric approach feels great for world exploration and visual clarity, but I’m still figuring out if it fits The Last Knight of Camelot’s storytelling and combat depth.

Would love to hear thoughts from the community—especially anyone who has worked with isometric camera setups in Unreal Engine 4!

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