I built a good camera. Then I noticed the camera had made me a bottleneck.
Every time an artist or designer wanted a zone adjusted — a pan offset, a damping tweak, a new trigger volume — it came through me, because configuring it meant hand-editing components and knowing which fields mattered. On a three-person team with four months, that is an expensive place to put a queue.
What it does
A custom Unity Editor tool that surfaces camera zone setup directly in the scene view: place a zone, drag its bounds, set the pan offset and damping, see the framing without entering play mode.
Why it mattered more than the camera
The camera was a feature. It made the game better once, and then it was done.
The tool changed the cost of every future change — and on a small team with a deadline, that compounds. It also meant camera decisions were made by the people with the strongest opinions about how a room should read, rather than by whoever could edit the component.
That’s the general lesson I took from it: being the only person who can change something isn’t seniority, it’s a single point of failure. The most valuable thing I built on that project was the thing that made me less necessary.