The 'zoom' on it can be set via the same asset properties as everything else, either on the camera asset or in the world that calls in a generic camera.
This camera is also tracking not the hero directly, but an offset point set by a property on the hero, who, as you may notice, is an old retro hero from an unfinished project of mine that pre-dates my FIEA adventure.
He is also scaled up from his original sprites, which, while it looks rather fuzzy, is another fun-filled feature added in the past day. The bounding box also scales with the sprite and remains tied to the sprite's origin.
I'm going to have to find some sound effects and music in the public domain for future demos. For today's Youtube demo, I hope no one objects to my briefly stealing from Kirby.