Summary:
It Takes Two thrives because every jump, slide, and camera sweep feels trustworthy. That didn’t happen by accident. According to level designer Filip Coulianos, the team actively studied Nintendo’s playbook—especially the way Mario games handle movement and the camera—to lock in a feel that’s both readable and responsive. We break down what that means in practice: from edge-case camera behavior (like pushing the lens into a corner with no space to pivot) to the small, tactile choices that make platforms feel sticky without being unfair. We also unpack how a co-op structure changes the camera’s job, why readability beats raw spectacle, and how designers use “test traps” to measure whether the lens protects players or gets in their way. You’ll see how character acceleration, jump arcs, and mid-air control mesh with camera smoothing to reduce motion sickness and keep momentum flowing, plus how level geometry gently shepherds the lens away from snag points. If you’ve ever wondered why It Takes Two feels so confident under your thumbs, the answer lives in old-school Nintendo wisdom applied with modern rigor—and a lot of deliberate breaking, poking, and rebuilding until the camera behaved like a good partner.
Why movement & camera made It Takes Two click for everyone who picked it up
We all know when movement feels right. You land, the character settles, and the next input fires cleanly without a hitch. That sensation lives at the intersection of animation timing, acceleration curves, and a camera that shows exactly what you need, exactly when you need it. The team behind It Takes Two prioritized that feel early, then pressure-tested it in co-op scenarios where two players constantly tug at framing. That’s where Nintendo’s influence became a north star. Studying the greats—think the elasticity of Mario’s jump and the way modern entries steer the camera away from walls—helped the designers map rules that protect readability. The result is momentum that encourages playful experimentation: wall bounces, synchronized jumps, and mid-air adjustments you can trust because the camera never hides key information. It’s less about copying a blueprint and more about adopting a standard: the player should always understand space, speed, and risk at a glance.
Studying Nintendo’s playbook without copying: what “looked a lot at Nintendo” means in practice
Looking to Nintendo wasn’t about lifting mechanics wholesale; it was about reverse-engineering principles. The designers watched how modern Mario cameras resolve collisions, when they pivot versus when they pull in, and how gently they ease back to the default framing once danger passes. They reproduced edge cases in controlled tests: squeeze the avatar into a tight corner, rotate hard against geometry, or introduce fast verticality that would snap a rough camera into a ceiling. By recreating those stressors, the team learned when to bias toward character-centric framing, when to prioritize the next platform, and when to damp input to avoid whipping the lens. That research became a set of priorities—clarity over flair, gentle corrections over jarring snaps, and forward visibility that supports speed—so players could improvise without fighting the view.
Game feel starts with your thumbs: acceleration, air control, and friction that “click”
Movement lives or dies on the first half-second of input. It Takes Two leans on snappy initial acceleration so short taps feel meaningful, then smooths velocity so longer presses don’t feel twitchy. Mid-air control is calibrated for intention: small adjustments change landing spots without letting players “swim” unrealistically. On the ground, friction and deceleration resist the soap-on-ice effect, making narrow landings readable. These values do more than feel nice; they also help the camera. Predictable motion reduces the need for aggressive camera dampening, so the lens can stay calm and informative. It’s why jumps read clearly even when the scene is busy: the character’s path is stable, and the camera respects that path with measured follow behavior.
Edge-case testing: what happens when the camera has nowhere to go?
Any 3D platformer bumps into the same problem: shove the lens into a wall and there’s no room to rotate. Instead of accepting jank, the team built torture tests: walk into concave corners, place the avatar under overhangs, sprint along narrow scaffolds, or slide on curved surfaces with sudden geometry changes. From those tests came a hierarchy of camera responses. First preference: maintain the angle and offset while gently sliding along collision. If that fails, apply smart zoom with collision transparency to keep the avatar visible. If even that fails, switch to a safety framing that centers the avatar and biases toward the next actionable space. These layers are invisible when they work, which is the point. The player feels protected; the lens quietly negotiates the environment on their behalf.
Co-op framing: keeping two players readable without motion sickness
Two players multiply camera challenges. It Takes Two uses split-screen to guarantee agency, but the team still had to minimize motion that can cause discomfort. The answer is consistency: steady follow speeds, acceleration-aware smoothing, and a bias toward horizon stability so the world doesn’t tilt under pressure. When scenes get hectic, the lens favors forward intent—where the character will be in a second—rather than overreacting to every twitch. That forward bias helps players read jumps as a shared rhythm: you both see the landing, time the input, and recover together. By anchoring big motions to level landmarks, the camera gives the brain stable points to hold, cutting down on fatigue across long sessions.
Readability over spectacle: when to show less so players can do more
Flashy angles tempt every designer, but co-op platforming rewards restraint. The lens in It Takes Two chooses clarity: it avoids anamorphic extremes that distort depth, and it keeps characters large enough to read silhouettes and timing. Decorative elements—sparkle trails, dust puffs, or lush background animation—stay subordinate to input clarity. That doesn’t kill style; it channels it. Effects synchronize with state changes like jump apex or landing, and motion trails reinforce direction. The camera supports those accents with micro-zooms that celebrate success without stealing control. You feel the flourish, but your hands stay in charge.
Level geometry that “guides” the camera instead of fighting it
Great cameras are supported by great spaces. Designers used rounded edges and chamfered corners so collision slides cleanly, hid invisible “camera rails” in tricky sections to steer the lens, and widened approach lanes toward hazardous jumps to give the view more air. Overhangs are placed where the system can safely zoom or fade obstructors. Even prop density is tuned around heights where the lens tends to travel, reducing snag points. The level tells the camera where to breathe, and the camera returns the favor by showing the level’s best angles. That collaboration is why routes feel readable even when the set piece goes big.
From Half-Life to platformers: why team diversity sharpened decisions
Coulianos came from a background that included Half-Life influences, while several designers were dyed-in-the-wool Nintendo fans. That mix created useful friction. When someone pushed for a cinematic sweep, another asked, “Does this hurt jump timing?” When a platformer-first instinct suggested ultra-snappy motion, someone else checked comfort and camera recoverability. Those debates hardened the rules: protect player intention, stabilize the horizon, and never compromise landing readability for spectacle. Instead of chasing novelty for novelty’s sake, the group used shared reference points—classic and modern Mario entries—to resolve disagreements quickly and keep polish focused where players feel it most.
Testing rituals: the “break it, fix it, polish it” loop
We’ve all seen cameras that only behave under ideal conditions. The It Takes Two team ritualized the opposite: stack edge cases until something breaks, then teach the system a better response. Designers sat with programmers and tried corner presses, rapid 180-degree snaps near walls, abrupt elevation changes, and tight spirals around cylindrical props. Each failure became a rule or a damping tweak. Over time the camera accumulated a library of “if this, then that” behaviors that feel natural because they were born from real player mistakes. When you instinctively push the lens into a bad spot, it calmly chooses a safe alternative. That quiet competence is the hallmark of a well-trained camera.
Animation and input timing: selling weight without stealing control
Movement only feels honest if the animation supports it. Landing animations are short but expressive, so recovery feels immediate. Anticipation frames on jumps are present but never linger long enough to cancel intention. Coyote time—those forgiving frames after leaving a ledge—keeps co-op runs collaborative; if one player hesitates, the system still lets the pair sync. The camera mirrors those beats with subtle easing at takeoff and landing, giving the eye a cue without adding latency. All of this channels what Nintendo proved long ago: clarity and empathy beat raw realism when the goal is flow.
Co-op pacing: why variety works when the camera rules are stable
It Takes Two changes mechanics constantly—shrinking, magnetism, time control—yet the camera’s behavior stays consistent. That stability turns variety into a feature rather than a stressor. Players trust that the lens will frame the next task, so they’re free to experiment with new tools. The designers kept the ruleset simple: maintain character visibility, protect forward intent, and avoid sudden rotations that fight input. Because the fundamentals don’t shift, new mechanics can spike excitement without spiking confusion. The result is a play session that stays breezy and social—exactly what a co-op adventure needs.
Comfort and motion sickness: keeping sessions cozy for long couch nights
Camera design isn’t just about thrills; it’s also about comfort. The team prioritized constant angular velocity limits and predictable smoothing to reduce vestibular stress. Visual cues—stable horizon lines, consistent focal distance, and limited rolling—give the brain anchors during fast motion. Even VFX are tuned to avoid tunnel vision; particle bursts and depth-of-field effects steer clear of the crosshair in platforming sequences. All of this means players can enjoy multi-hour sessions without fatigue, which matters when two people have to stay in sync to progress.
Takeaways other teams can use tomorrow
First, pick your heroes and document why: write down what you love about Mario’s camera and movement, then translate those loves into rules your project can enforce. Second, build a lab for failure: corner presses, tight tunnels, fast vertical transitions—if your camera can survive those, it can survive anything. Third, protect readability like it’s sacred: players forgive simpler visuals if they can consistently read jumps and landings. Finally, keep co-op promises: give both players stable framing and clear intent, even when chaos hits. When the rules serve the player’s hands, the whole experience feels generous.
Why this matters beyond one game: setting a standard for playful clarity
We’re in an era where spectacle is easy to market but hard to play if the camera fights you. It Takes Two shows a different path: build trust, then layer spectacle on top. The team’s open acknowledgment that they “looked a lot at Nintendo” reframes influence as professionalism. When a studio learns from the best and tests relentlessly, we all win: fewer cheap deaths, more shared laughter, and a smoother flow state where co-op chatter turns into timing and teamwork. That ethos travels. Whether you’re crafting a combat platformer or a physics-driven puzzler, steady camera rules and honest movement make everything sing.
The human side: how healthy debate turns into player comfort
Behind every polished jump is a conversation. Someone champions a cinematic angle; someone else argues for horizon stability. Those debates only work when the team shares references and ideals. The Nintendo-inspired mindset gave the group common language: clarity, forgiveness, and player-first framing. From there, iteration felt purposeful, not endless. When you sit down with a partner and breeze through a tricky platform run on your first try, you’re feeling the outcome of those arguments resolved the right way—on the player’s side.
What players feel moment to moment
In your hands, the rules collapse into something simple: you press jump, you land where you meant to land, and the world stays in view. The camera doesn’t yank your perspective or smother you with zooms. When space tightens, it finds a safe angle. When momentum builds, it leans ahead so you can commit. That quiet confidence is why It Takes Two became a go-to couch pick: you’re not babysitting the view; you’re playing together. And when both players trust the lens, the conversation on the couch shifts from “I can’t see” to “Let’s try a dash-jump into a bounce and meet in the middle.” That’s the magic.
Conclusion
Great co-op needs great trust, and trust starts with how movement and camera honor your intentions. By studying Nintendo’s best and pressure-testing edge cases, the team behind It Takes Two delivered a lens that protects clarity and movement that feels honest. That’s why sessions stretch late and laughs keep coming: the view supports you, the inputs obey you, and the world invites you to try one more jump together.
FAQs
- Did the team directly copy Nintendo’s camera?
- No. They studied how Mario handles movement and camera conflicts, then applied those principles to a co-op platformer with its own needs.
- Why focus so much on edge cases?
- Tight corners, overhangs, and sudden elevation changes are where cameras usually fail. Solving for those moments protects players when chaos hits.
- How does co-op affect camera design?
- Two players demand stability and predictability. Consistent smoothing and forward-intent framing help both players read jumps at the same time.
- What’s the biggest benefit players feel?
- Readability. You can see where you’re going, land accurately, and keep momentum without fighting the lens.
- Can other genres use these lessons?
- Absolutely. Any 3D game benefits from camera rules that prioritize clarity, gentle corrections, and respect for player intention.
Sources
- It Takes Two devs “looked a lot at Nintendo” and Mario for inspiration, GoNintendo, October 25, 2025
- It Takes Two team looked at Nintendo for inspiration on their hit game, My Nintendo News, October 26, 2025
- #196 – Filip Coulianos Interview On It Takes Two, Josef Fares, FPS Cameras, Nintendo & Jump Space, KIWI TALKZ (YouTube), October 2025
- KIWI TALKZ podcast listing – Episode #196 featuring Filip Coulianos, Apple Podcasts, October 2025
- Josef Fares Is Keeping Couch Co-Op Gaming Alive, The Ringer, April 22, 2021













