

They are popular camera perspectives among 2D video games, most commonly those released for 16-bit or earlier and handheld consoles, as well as in later strategy and role-playing video games.

An object is "considered to be in an inclined position resulting in foreshortening of all three axes", and the image is a "representation on a single plane (as a drawing surface) of a three-dimensional object placed at an angle to the plane of projection." Lines perpendicular to the plane become points, lines parallel to the plane have true length, and lines inclined to the plane are foreshortened. In axonometric projection and oblique projection, two forms of parallel projection, the viewpoint is rotated slightly to reveal other facets of the environment than what are visible in a top-down perspective or side view, thereby producing a three-dimensional effect. Lincity tiles 2D axonometric graphical elements to form a 2.5D game environment.

The terms three-quarter perspective and three-quarter view trace their origins to the three-quarter profile in portraiture and facial recognition, which depicts a person's face that is partway between a frontal view and a side view.
