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Marcus Skov

@marcusskov.com
545 followers 192 following 123 posts

UI/UX Designer • Prev The Game Band, Rare, Sumo, Frontier • Phantom Camera Author • 🇩🇰

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Marcus Skov @marcusskov.com · 28/02/2026
Thanks to the great work of a contributor, the long-requested Lookahead functionality is now available for 2D scenes. Another key change is a refactor of Framed Follow 2D, which should make it a lot more reliable. 3D counterparts of both are in the works for a future release. #GodotEngine
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Marcus Skov @marcusskov.com · 20/01/2026
Spent a bit of time recently updating the addon's Asset Store page with some additional imagery and feature highlights. Think it's a nice improvement, especially compared to how it looked before because… yikes!
Shows the Phantom Camera on the Godot Asset Store page. A large image is displayed saying “Supports 2D & 3D” with PhantomCamera2D and PhantomCamera3D inspector panels appearing below it.
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Marcus Skov @marcusskov.com · 19/01/2026
Only thing worse than a goblin judging your every move is a goblin judging your very move and their even more judgmental younger sibling
A pair of Godot plushies sitting on a computer monitor looking away from the screen.
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Marcus Skov @marcusskov.com · 14/01/2026
First feature release of the year! Introduces the Tween Director node, which allows for overriding tweens between specific cameras Also added is an option for manual camera interpolation if custom tick rates are being used (online games) More to Lookahead towards in the next release #GodotEngine
Shows the Phantom Camera logo and name followed by a tag label reading “Release 0.10".

Below are two image sections, each having a label attached called “New Node: Tween Director” and “PhantomCameraHost: Manual Interpolation Mode”.

The former image shows an expanded inspector tab called “PhantomCameraTweenDirector” with a list of properties: Tween Resource, From Type (set to Phantom Camera), and From Phantom Camera (set to PlayerPhantomCamera) with a "Add Element" button at the bottom.

The latter image shows the PhantomCameraHost inspector panel, with the Interpolation Mode dropdown expanded, revealing and highlighting the third option labelled Manual.
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Marcus Skov @marcusskov.com · 12/01/2026
Been working on a tween override system that allows for custom duration and transition types between selected Phantom Camera nodes. Should enable more flexibility and customization when moving to and from specific cameras. Will be out in the next release. #GodotEngine
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Marcus Skov @marcusskov.com · 08/01/2026
Getting into 3D modeling a bit again for a small personal project. Can definitely tell I need to practice a lot more still.
A Blender 3D model depicting a knife with a magnifying glass as a handle.
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Marcus Skov @marcusskov.com · 30/12/2025
With the game finally released and having had some time to regain some much-needed energy, I would be remiss if 2025 ended without a long-overdue #godot addon update. Has the usual fixes and general improvements but also some 3D QoL editor features. More things to come in the new year!
Shows the Phantom Camera logo and name followed by a tag label reading “Release 0.9.4”.
Below are two image sections, each having a label attached called “Align with View” and “Target Gizmo Line”.

The former image shows an expanded inspector tab called “Align with View” that has 3 buttons: “Align Transform with View”, “Align Position with View”, and “Align Rotation with View”. Below those is a field labelled Viewport Index which has a value of 0 applied.

The latter image shows a PhantomCamera3D node in a scene with a red and blue line pointing at two different 3D simple models: a torus and a triangle, respectively. Above the torus a single text field says “Following,” and above the triangle a text field says “Looking At”.
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Marcus Skov @marcusskov.com · 13/11/2025
Had a great time at #GodotFest meeting new and old friends! Always feel really inspired after a good event. Equally, am looking forward to get more than 4 hours of sleep; turns out it isn't very good for you
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Marcus Skov @marcusskov.com · 10/08/2025
Longer break than expected, but sloooowly getting back in the groove again
A laptop screen showing JetBrains Rider with a GDScript file open.

In the background are green trees and a lake.
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Marcus Skov @marcusskov.com · 21/07/2025
Have been pretty quiet lately as a lot of things have been happening in my personal and professional life. One of the main things has been to relocate overseas and as of last weekend I OFFICIALLY MOVED (BACK) TO DENMARK 🇩🇰🇩🇰🇩🇰 Still settling in, but hope to resume projects in the near future!
A photo of many green trees and bushes with a lake visible on the left hand side.

The weather is sunny and partially cloudy.
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Marcus Skov @marcusskov.com · 13/06/2025
Another release is ready! This one adds some much-needed rotational stability to Third-Person follow mode while working in the editor, interpolation override support and some minor quality-of-life improvements. Note: As of this release, Godot 4.3 is required. #GodotEngine
Shows the icon of the Phantom Camera addon, with a label below it that reads Release 0.9.3.

On the right hand-side, there are 3 rows with text.

The first row says “PhantomCameraHost”, followed by a bigger sized text that reads “Interpolation Mode Override”.

The second row says “PhantomCamera2D”, followed by a bigger sized text that reads “Rotate With Follow Target”.

The third row says “PhantomCamera3D”, followed by a bigger sized text that reads “Improved Third-Person Editor Rotation”.
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Marcus Skov @marcusskov.com · 12/06/2025
Recently merged a feature to make a Camera2D optionally rotate with its follow target. Kinda amazed I didn't implement this ages ago…
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Marcus Skov @marcusskov.com · 04/06/2025
Been working on updating the camera orbiting feature, where it will always be facing its target and retain its relative rotation and position regardless of what rotation the target or root node has. No parenting, just (Quaternion) math. #GodotEngine
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Marcus Skov @marcusskov.com · 28/05/2025
One of the changes in this version is to the 3D gizmo frustum. While mostly internal for now, it will now also display the up direction of the PCam. It now more closely mimics the Camera3D's and should make it easier to tell if a PCam was accidentally rotated to be upside-down. 🧵 2 / 3
Shows a Before and Now Phantom Camera frustum.

The Before example shows a simple frustum, while the Now example shows the same frustum with an added triangle at the top, which shows the upward direction of the Phantom Camera.
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Marcus Skov @marcusskov.com · 28/05/2025
Almost a year later and the C# Wrapper is now merged and officially part of Phantom Camera as of this release thanks to the great work of two contributors. The update also comes with a few minor enhancements, mainly for 3D projects. 🧵 1 / 3 #GodotEngine #CSharp #GameDev
Displays the logo of and name Phantom Camera in the top left.
Below it is a tag labelled that reads "Release" in all caps, with the version number below it saying 0.9.2.

On the right is a dimmed screenshot of C# code that uses some of the newly added C# wrapper code with a large graphic on top that contains the words C# Wrapper.
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Marcus Skov @marcusskov.com · 09/05/2025
A fair few have asked for better C# support and thanks to the stellar work from 2 contributors, Phantom Camera now has an official wrapper. Should make using the addon in C# feel a lot more elegant and native. This is a pre-release, so feedback is welcome. github.com/ramokz/phant... #GodotEngine
An image featuring a stylized ghost icon labeled 'Phantom Camera' on the left side, alongside a large green 'C#' symbol with the words 'Wrapper' written underneath it and 'Beta' surrounding both in a circular pattern.
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Marcus Skov @marcusskov.com · 01/04/2025
Have been working on this for a while and given it's a new month, today feels like the day to announce some exciting news. That's right, Phantom Camera is going to support 4D scenes in Godot! Something no other camera addon has ever done. Can't wait to see what cool 4D scene people make with it!
Contains an icon of PhantomCamera at the top with text sitting below it saying “Introducing” with the word “PhantomCamera4D” written below that.

Below that, it says, “Coming soon*”, where at the bottom right of the image it reads “Maybe? Check back next year”.
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Marcus Skov @marcusskov.com · 01/04/2025
New Phantom Camera patch release is out PhantomCamera3D nodes can now change the up direction of the camera when Look At mode is enabled, which should be useful for space sim and F-Zero-like projects The release also resolves a scene change and export issue from the previous release #GodotEngine
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Marcus Skov @marcusskov.com · 27/03/2025
Later than expected, but the latest release of Phantom Camera addon for #godotengine is now out with support for multiple Camera and Host nodes This also marks the key stepping stone for adding split screen support in a later release As usual the update also comes with fixes and other improvements
A top banner showing an icon of Phantom Camera with the name written next to it. The number 0.9 is displayed in the upper right.

In the center there is an icon of the Phantom Camera Host, with many lower opacity variants of it appearing in the background.

Below the Phantom Camera Host icon in the middle, is a subtitle that says "Now Supports" with text below that reads "Multiple Phantom Camera Hosts".
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Marcus Skov @marcusskov.com · 08/03/2025
Reminder that Phantom Camera is already taking advantage of the newly added 3D physics interpolation that was released in #Godot 4.4 It greatly simplifies the user experience in 3D scenes, where you can now select 3D physic-based nodes as a follow or look at target, and it just works™
An icon of Phantom Camera 3D with a text in the middle reading Godot 4.4. Above the text is a red heart symbol and on the right is the icon of Godot.
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Marcus Skov @marcusskov.com · 16/02/2025
Got around to finally adding support for having multiple Phantom Camera Hosts in a given scene. Also comes with a handy lil' editor UI for selecting and previewing different cameras that have a Host node. #GodotEngine #Godot
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Marcus Skov @marcusskov.com · 15/12/2024
Added a new feature to lock individual axes when a camera is following a target, along with a couple of other enhancements and bug fixes. See release notes for more info and examples: github.com/ramokz/phant... #Godot #GodotEngine
Displays Phantom Camera with a subtitle saying 0.8.2.

Below is an icon of a 3D gizmo with a lock at its center, with “Follow Axis Lock” written below it.
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Marcus Skov @marcusskov.com · 07/12/2024
While Godot 4.4 isn't quite out yet, that doesn't mean we can't be ready for when the day comes. The long-awaited 3D Physics Interpolation is now supported in the latest addon release. It should greatly improve visual results and UX for 3D scenes. github.com/ramokz/phant... #godotengine #godot
Displays Phantom Camera with a subtitle saying 0.8.1.

Below is a faded step animation of a PhantomCamera3D node, with text next to it saying 3D Physics Interpolation Support.
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Marcus Skov @marcusskov.com · 26/11/2024
Was back in Denmark for just a few days and the random overnight snow never cease to be oh so pretty
A snowy path leading up to a castle
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Marcus Skov @marcusskov.com · 03/11/2024
Two Godot'ers walk into a c̶o̶f̶f̶e̶e bar Bad start to a joke, but was a good time With @anthony.ec
A selfie of two Godot developers, each holding a coffee mug with Dark Arts written on them
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Marcus Skov @marcusskov.com · 19/10/2024
A noisy (camera) release has just landed. The highlight feature is the long-requested addition of camera noise, or shake, that can be either persistent or manually triggered. The update also comes with many fixes and QoL improvements thanks to multiple contributors. #Godot #GodotEngine
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Marcus Skov @marcusskov.com · 16/10/2024
Had a terrific time at GodotCon over the weekend, meeting new folks and folks I only knew through social media. Was exciting to meet some of the YouTubers that taught me Godot in the first place as well. Just wish I had also gotten a Camera2D pin 🥲
A photo showing 3 pins; one for GodotCon 24, one golden Godot icon and a Camera3D node.

Below that is a sticker of LucyLavend.
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Marcus Skov @marcusskov.com · 12/10/2024
Big fan of the lighting here #godotcon
Shows part of the interior of GodotCon. The lighting is a mixture of purple, green, blue lines covering the a long corridor
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Marcus Skov @marcusskov.com · 04/10/2024
Great, now this lil goblin will be judging my every GDScript move
A small Godot plushie
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Marcus Skov @marcusskov.com · 03/10/2024
Many have asked for it, so happy to share camera noise functionality has now been added to Phantom Camera. Unlike previous releases, decided to initially launch this as a beta for people to try out, get a feel for and provide feedback before the full release. 🧵1 / 2 #Godot #GodotEngine
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Marcus Skov @marcusskov.com · 17/08/2024
Really happy to see Godot 4.3 finally being out with numerous exciting improvements! The release page showcasing all the notable changes also deserves a shout-out for how well made and enjoyable to read it is. godotengine.org/releases/4.3/
Shows the 2D section of the Godot 4.3 release page. It contains videos examples of the release with a description explaining what each feature is about.
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Marcus Skov @marcusskov.com · 09/08/2024
Hard to believe, but Phantom Camera has just passed its 2000th GitHub stars 🥳 github.com/ramokz/phant...
Shows the logo of Phantom Camera along with the logo of GitHub next to a star with 2000 written below that. At the bottom is says “Thanks Everyone”. The sides are covered with stars, 10 on each side.
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Marcus Skov @marcusskov.com · 03/08/2024
Wish there was an easy way to change a camera's depth-of-field blur when switching between different camera positions? Well, got some good news, and some extra goodies, in the latest Phantom Camera release. github.com/ramokz/phant... #GodotEngine
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Marcus Skov @marcusskov.com · 29/06/2024
Love seeing After Effects getting some competition Solo dev, 1.5 years of work, 1.4mb in size, runs locally in the browser www.reddit.com/r/vfx/commen...
Screenshot of Pikimov, which labels itself as an After Effects alternative
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Marcus Skov @marcusskov.com · 05/06/2024
Hot on the heels of the previous release is 0.7.2. The highlight feature here is the addition of the PhantomCameraManager singleton. Based on feedback, the Editor Updater has also received some notable changes. Full release note with all the changes github.com/ramokz/phant... #Godot #GodotEngine
Shows a new version of Phantom Camera with the version number 0.7.2.
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Marcus Skov @marcusskov.com · 01/06/2024
With Godot 4.3 having entered beta, and with the addition of 2D Physics Interpolation, this patch release enables support for that. In practice, it should lead to a better 2D out-of-the-box experience. The release comes with other improvements too, of course. #Godot #GodotEngine
Shows an image of Phantom Camera icon with the patch release number 0.7.1.
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Marcus Skov @marcusskov.com · 27/04/2024
Phantom Camera 0.7 is now out! It brings along an improved foundation for future releases, along with general improvements to existing features. As a result, it comes with some breaking changes. See the release notes for a breakdown and guide: github.com/ramokz/phant... #Godot #GodotEngine
Shows a new version of Phantom Camera with the number 0.7.

It lists 3 columns with key changes. First one reading Revamped Property System. The second reads Improved Damping Logic. And the third reads Improved Viewfinder Support.
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Marcus Skov @marcusskov.com · 20/03/2024
As version 0.7 progresses, I wanted to roll out a new release in the interim that has some preparations for it. The most significant one here is an enhanced editor updater. Full release notes: github.com/ramokz/phant... #Godot #GodotEngine
A faded image of the Phantom Camera icon with two lines of text next to it that read Phantom Camera on the first line, and second reading Patch Release 0.6.4.
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Marcus Skov @marcusskov.com · 07/02/2024
Gotta say, it's pretty nice to have direct access to addon documentation within the Godot editor itself
A snippet of a Godot script documentation showing the PhantomCamera2D class
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Marcus Skov @marcusskov.com · 28/12/2023
PhantomCamera Signals allows for reciving callbacks whenever certain events start/end. E.g. when a tween completes or when a a PCam becomes active or inactive. Should be useful in cases where external logic should respond to individual PCams as things happen to them. 🧵 4/5
Shows a list of available signals for PhantomCamera2D.

They read:
- became_active()
- became_inactive()
- tween_completed()
- tween_interrupted(pcam_2d_:Phantom...
- tween_started()
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Marcus Skov @marcusskov.com · 28/12/2023
CollisionShape2D can now also be used to set the Camera2D's Limit size. It utilises the Shape2D property of the node to determine its size and position. Changing the Shape2D will update the Limit size automatically. 🧵 3/5
Image shows small TileMap level with a CollisionsShape2D node covering a large part of it. Around the CollisionShape2D node is a yellow line representing the Camera Limit.
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Marcus Skov @marcusskov.com · 28/12/2023
Pixel Perfect is a new property that forces the Camera2D to snap to whole pixels as it moves around. This should be useful for pixel art projects where you might want to avoid distoring pixel assets. This one was conceptuallized and made entirely by a contributor. 🧵 2/5
Shows a list of Godot editor properties.
At the top reads "Frame Preview", which is enabled.
Highlighted in the middle is "Pixel Perfect" also enabled.
And at the bottom is "Tween Parameters" with a resourced applies to it.
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Marcus Skov @marcusskov.com · 28/12/2023
Thought I was done with Godot for the year, but atlas couldn't help getting some of contributions and fixes in a bit earlier! Changes included: - Pixel Perfect support - PCam Signals - CollisionShape2D Limit support - Bug fixes - Breaking changes from 0.6 🧵 1/5
A small icon of the PhantomCamera Godot addon with text next to it that reads: PhantomCamera, Minor Release 0.6.1
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Marcus Skov @marcusskov.com · 21/12/2023
Have released an end of year update for the Godot addon with new features, QoL improvements and bug fixes. Pretty much all of the changes in this release are community reports and suggestions, which is super cool to see! More details: github.com/ramokz/phant...
A graphic with a header text that reads "Version 0.6".

Below, is a banner with 3 columns that reads: Editor Updater, Camera Limit (2D) and Frame Preview (2D).
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Marcus Skov @marcusskov.com · 01/12/2023
Have deployed a brand new and shiny documentation site for a certain Godot addon ✨ Wish I could take credit for it, but gotta love the fast and accurate search functionality! phantom-camera.dev --- Code repository for those curious github.com/ramokz/phant...
A screenshot of the Path Follow page on the Phantom Camera's documentation site. The left-hand side shows the site navigation links and the right-hand side shows a page outline.
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