# Example 3 - Top Down

Top-Down perspective games are very common and are very fun to play. They allow a wide bird-like view of the battlefield, sacrificing immersiveness. This games usually have fast paced combat.

![(Reservoir Dogs: Bloody Days - a game using top-down perspective)](https://2174264233-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LAqwYovmUPn5V6CMeID%2F-LrIvMFYIgkJ9Qw6meI1%2F-LrIweuH7DMK3aQBH5mO%2Fexample-3-header.jpg?alt=media\&token=b2280fa2-96a3-4827-9658-7ec1166b53e7)

Setting up a top-down Shooter is really easy. All that is needed is a Follow Camera Motor where the Y component is very high (so the camera follows the Player from up in the air).

![(Shooter module Top-Down perspective example)](https://2174264233-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LAqwYovmUPn5V6CMeID%2F-LrIvMFYIgkJ9Qw6meI1%2F-LrIylbm5lGb4n9Cfage%2Fexample-4-topdown.jpg?alt=media\&token=fb958d90-f58c-4fdc-8a3c-5030d6f17d1c)

In the **Shooting** module part, what changes is the aiming mode. If you open the *TriggerAim* prefab in the Top-Down scene, you'll see we've modified the **Weapon Aim Action**, which now uses the **Aim Ground Plane**. This will tell the character that its target is the position of the mouse projected on the ground where the **Player** is standing on.
