Implementing a simple camera shake in Unity from scratch.
Implementing a camera that follows the player around the map and gets offset near boundaries to avoid showing out of bounds part of the map.
Setting up a Custom Renderer Feature to replicate a basic tilt shift effect that can be stacked on top of other post processing features.
Implementing billboarding, camera position checks and forward checks to select a suitable sprite from a given tilesheet/spritesheet/spritemap. This enables us to only use quads and avoid manipulating the sprites through script, which should increase performance for scenes with plenty of background characters.
Implementing both billboarding and scrolling the tileset/tilemap of the character to update the face being displayed according to the camera's position
Using Screen Mouse Position to move around the map like in Civilization or Starcraft.
Adjusting Camera Distance and Field of View to reproduce the famous Dolly Zoom, as seen in movies such as Vertigo, Goodfellas and Jaws.