Quick answer: Tune shake amplitude and duration, decay it smoothly, cap stacked shake, and offer a shake-intensity setting.
Excessive camera shake is over-tuned amplitude. Tuning and capping it fixes it. Here is how.
How to fix it
1. Tune amplitude and duration
Keep shake subtle and short so it punctuates impacts without overwhelming the view. Large, long shake reads as nauseating rather than impactful. A little goes a long way.
2. Decay smoothly and cap stacking
Decay shake smoothly to zero rather than cutting it abruptly, and cap the total when multiple sources shake at once (a barrage of explosions) so they do not sum into an overwhelming, uncontrollable shake.
3. Offer an intensity setting
Let players scale or disable camera shake. Sensitivity to screen shake varies, and an intensity slider lets players who find it uncomfortable reduce it while others keep the full effect.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.