To help understand this, I have looked at the blueprints provided in Unreal Engine 4.
First Person;
Traditionally the go-to genre for a shooter on computer or console, the first person perspective is designed to give a player the sense of being their in game counterpart, or at least being as one, being able to see through a soldier's eyes, for example, see everything he/she sees and to some extent, experience events throughout the game first hand.
The perspective has also been used for less conventional games such as Portal and Outlast, both of which differ greatly from the standard shooter blueprint.
Third Person;
The Third Person camera place the physical view behind the player pawn in-engine, often allowing the player to see the whole of the character on screen, sometimes this can lack the immersive feel of a first person perspective, but allows the player to become attached to a main character, potentially relating to them throughout the game.
The pawn controlled in engine of course differs, between things like cars, planes, and in some cases... beach balls.
Flying;
The 'Flying' blueprint provided in Unreal Engine 4 essentially a branch of the Third Person perspective based camera, the camera is used to provide more precision control of the pawn in-game (pitch, yaw & roll), and has been utilised in games like War Thunder and Ace Combat.
Vehicle/Vehicle Advanced;
The Vehicle and Vehicle Advanced blueprints provided on UE4 are much the same as the flying blueprint, in the sense that you're controlling a vehicle, but the controls which the player will take control of will obviously differ substantially between the varying pawns.
Both vehicle blueprints have the option of a 'cockpit' view, which is viewed through the eyes of the driver also, this can also place them in the first person perspective though the main viewpoint for most driving/racing games is Third Person by default.
Side Scroller (2.5D);
The 'Side Scroller' blueprint incorporates a side projected camera with the use of 3D objects and characters on, the incorporation of the 2D type positional camera with 3D items used resulted in the terminology "2.5D".
2D Side Scroller;
The 2D Side Scroller hails from a retro standpoint, with the camera positioned on a side viewpoint showing the player pawn moving laterally left and right on screen, whilst 3D assets can still be used, they will not be viewable in 3D when playing the game itself.
Most 2D side scrollers in history have tended to be sprite based, though with UE4, dependent on designers' skill set, this could change drastically if the platformer market were to pick up, as it has lay relatively dormant for years.
Top Down;
Top Down cameras are designed for an aerial view, sometimes allowing the user to see more of their surroundings, for example this camera type is used effectively in Hotline Miami, allowing the user to plan an attack on a set of enemies.
Twin Stick Shooter;
Twin stick shooters generally utilise top down cameras, allowing for easy controls, using the left stick for movement and the right stick for automated gunfire in whichever direction the stick is moved. There are however, as with other camera blueprint types, variations, as there are some full 3D twin stick shooters with some more complexity to the control scheme, allowing for more involved games which retain the simple point and shoot core gameplay mechanics.
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Unreal Tournament - Why I'm using the First Person setup:
Within this unit, I will be using the First Person camera perspective, this is largely down to not only the limitations of the Unreal Tournament Editor, but also down to the typical shooter standards within the videogame industry.
The Shooter genre as a whole has become very popular in recent years thanks to the first person shooter sub-genre, and by utilising this I will be looking to create a map which any player will be able to navigate without any issue and be able to play immediately.
I will be able to take inspiration from existent game modes within Unreal and elaborate on them for my own gain, I am aiming to produce a Capture the Flag centric map, which will ideally also function as a Team Deathmatch map.
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