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The photo mode consultant helping you take better video game screenshots

By Emily Chen

9 days ago

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The photo mode consultant helping you take better video game screenshots

Ludovic “Shinobi” Helme has pioneered the role of photo mode consultant, advising developers on advanced screenshot tools for games like Cyberpunk 2077 and Expedition 33. His work highlights growing sophistication in these features, addressing technical challenges while enhancing player creativity and marketing potential.

In the evolving world of video games, where immersive worlds are as much about visual artistry as gameplay, a new profession is emerging: the photo mode consultant. Ludovic “Shinobi” Helme, a virtual photographer known online as Shinobi, has carved out this niche, advising developers on how to craft sophisticated tools that let players capture stunning in-game screenshots. His work spans indie titles and major releases, including Cyberpunk 2077, Deathloop, and the recently unveiled Clair Obscur: Expedition 33, helping transform casual snapshots into professional-grade photographs.

Helme's journey into this role began unexpectedly with Mortal Shell, a soulslike game developed by Cold Symmetry. As an avid virtual photographer, Helme approached the studio with a portfolio of his in-game shots, impressing the team enough to spark a collaboration. When he suggested incorporating a photo mode, the developers agreed, marking the start of his consulting career. “Basically I created this work, at least the name ‘photo mode consultant,’” Helme said in a recent interview. “Of course, other people probably had a role of advising on other photo modes [...] but as an external adviser, specifically for photo modes, I’m definitely the first one.”

Since that initial partnership in 2020, Helme's expertise has been sought by studios large and small. He contributed to the Lovecraftian horror game The Shore and went on to influence photo modes in high-profile titles like Deathloop from Arkane Studios and CD Projekt Red's sprawling Cyberpunk 2077, released in December 2020. His most recent project, Clair Obscur: Expedition 33, a turn-based RPG set for release in 2025, features what Helme describes as a photo mode “close to perfection.” This includes advanced settings like camera roll, aperture controls, customizable frames for different photograph sizes, and multiple grid options for precise composition.

One standout feature in Expedition 33 is the ability to detach the camera from the player's viewpoint, allowing virtual photographers to explore scenes with greater freedom. Helme noted that many existing photo modes restrict movement to what feels like “an arm’s length,” limiting creativity. “Having spoken to some virtual photographers, all of them pointed out that many photo modes have extremely limited range; Helme says this is akin to not being able to move and extend your arms in real life,” according to reports from the gaming community. In Expedition 33, users can now move several paces away, opening up new possibilities for framing shots.

The sophistication of photo modes has grown alongside advancements in game engines like Unreal Engine, which offers blueprints such as the Advanced Photo Mode. Helme described this as “a basic and simple to use feature,” but emphasized that publishers are increasingly prioritizing these tools for their marketing potential. “I think publishers want [photo modes] more than developers,” he said. “It’s basically free marketing on the internet.” Indeed, player-shared screenshots on platforms like Twitter and Instagram have become a key way games generate buzz, with viral images from titles like Cyberpunk 2077 drawing millions of views.

As a consultant, Helme's role is educational and iterative. He provides “pointers, pedagogic explanations on why [certain] features are essential or, on the contrary, which ones are not really that important,” he explained. The process typically involves discussions with developers to prioritize features, followed by testing early builds and offering feedback. For Helme, virtual photography is distinct from gameplay: “[Virtual photography] is a way to discover the game differently, because you can check every single detail,” he said. “It’s really enhancing the artistry in a game for your eyes, and then creating something from it for someone else.”

Despite the progress, technical challenges persist. Developers often worry about issues like textures not loading properly or players spotting hidden enemies during photo sessions, which could spoil surprises. Cross-platform compatibility adds another layer of complexity, particularly for consoles. Helme has pushed for features like orientation choices—allowing shots in landscape or portrait mode without tilting the camera—but many remain unimplemented due to console limitations. “Several features he has been trying to get in photo modes cannot be included, because they are particularly complicated to implement on consoles,” Helme noted.

Virtual photographer Cristiano Bonora, who runs Vertical Gaming Photography, highlighted the frustration with portrait shots. “If I want to shoot a vertical portrait without sacrificing resolution through cropping, I am forced to rotate the camera 90 degrees, compose the shot with my head tilted, and then manually rotate the file later on my PC,” Bonora explained. This workaround, common in games without native portrait support, often results in black bars or reduced image quality, deterring enthusiasts.

Another desired addition is enhanced timing controls, such as slow-motion playback and rewind options. In Mortal Shell, Helme helped implement a slow-motion feature with three speed settings, which proved invaluable for capturing fleeting moments. “It’s also very convenient, very helpful in many circumstances,” he said. Expanding on this, he advocates for a rewind function: “Now, what I would like to have is something that also does the reverse, like being able to have a few seconds back if you missed the [moment].” Cabbac, a virtual photographer who maintains a database of games with photo modes, agrees. “Timing can be everything when creating a shot,” Cabbac said, underscoring a gap in current tools.

Recent games demonstrate innovative approaches to address these needs. Ghost of Yōtei, a sequel to Ghost of Tsushima slated for 2025, includes a tracking shot option with up to 16 points, enabling smooth pans across scenes. Meanwhile, Senua’s Saga: Hellblade II, released in May 2024, offers a three-point lighting system and focusing tools like focus assistance and split focal plane, catering to more advanced users. These examples show how photo modes are evolving to mimic professional photography equipment.

Accessibility remains a priority to ensure photo modes appeal beyond experts. Helme praises Days Gone, Sony's 2019 zombie thriller, for its dual-mode system. “It’s really one of my favorite of all time,” he said. “You can have the very basic features, or you have an advanced mode and [...] have way more control. So it’s perfect for people who just want to take a quick shot, or people who want to work on their shot for one hour.” This balance encourages broader adoption, turning casual players into content creators.

Looking ahead, Helme is optimistic about photo modes' trajectory, even as they become more standardized. He hopes to collaborate with major studios like Capcom and Konami to refine tools in series such as Resident Evil and Dragon’s Dogma 2, whose current photo modes he critiqued as underdeveloped. “I hope big companies like Capcom or Konami will reach out to me to improve Resident Evil’s photo modes or the terrible, terrible Dragon’s Dogma 2 photo mode,” he laughed. Yet, he cautions against homogenization: “I really hope big games will continue to take risks and produce photo modes with new features,” drawing a parallel to the diversity in real-world cameras.

The rise of dedicated consultants like Helme signals a shift in how developers view in-game photography—not just as a gimmick, but as a core enhancement to player engagement. With photo modes now in over 200 titles, according to community databases, they are fostering a vibrant ecosystem of virtual artists. As games like Expedition 33 push boundaries, players can expect even more tools that blur the line between gaming and photography, potentially inspiring the next generation of creators.

For studios, investing in robust photo modes offers tangible benefits beyond aesthetics. In an era where social media drives sales, user-generated content from these tools can amplify a game's reach exponentially. Helme's work underscores the importance of listening to the community, ensuring that virtual worlds are not only played but also captured and shared in ways that celebrate their design.

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