“Heavy Rain opened up my eyes to the creative potential behind digital capture… Working with Dynamixyz’s progressive technology, whilst protecting the craft of acting I value so much with A.D.N, makes sense if I am to be useful participant in convergence. ”
Perhaps it’s worth considering that one day actors and animators will share credits according to the balance between free animation and capture-faithful performance animation? But where source performance and final performance can be considered identical, on what basis can it be said that the performance no longer belongs to the performer? It’s a bit like saying that because an image creates a chemical reaction on celluloid.. that the image now belongs to Fuji or Kodak.
Motives in Movement… has completed it’s first Proof of Concept with cutting edge French animation company, Dynamixyz. The POC coincides with Motives in Movement founder and Heavy Rain actor Pascal Langlois relocating to Toronto.
Posted: July 25, 2011 at 1:03 am |
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It would be wrong to claim that I have left the UK for Canada solely for the sake of tax breaks offered to games companies, but it would also be wrong to believe it did not factor into my decision making….I want to serve my abiding love for theatre and film, and this new and exciting world of interactive media. Toronto has just the sort of mix of traditional media and new media, in which I thrive.
What has “The Hustler” movie got to do with gaming. Fast Eddie Felson’s speech about loosing himself in a perfect Pool game can parallel a Gamer’s experience in gameplay – but there are more fundamental similarities between acting and interactive dramatic gameplay….
If you compare how dramatic content is edited in game cutscenes, or even interactive dramas such as “Heavy Rain” with TV and film, you’ll notice some obvious differences. Of course there are differences – different media, right?
Indicating feelings with overdone expressions? Blank and uninvolved looks? Ever seen these in cutscenes and the in-game “face”? If the answer is “come-to-think-of-it, Yes” then read on… Until performance capture-to-final product can be as quick and as cheap as film, I propose that improvements can be made with existing technology, a more discriminating use of FACS, together with old fashioned visual story-telling approaches traditionally the speciality of actors and directors…
If you don’t have money to buy access, and distribution, together with a PR campaign budget that a presidential candidate would die for, then what do you have? Content. Sure, you can argue there are 7 basic plots, but its the manner of the telling, matched to the needs of the times, or the even more general human needs that can leave their mark. We carry that book, that film, that play with us, sometimes all our lives. Games should one day be automatically included in this list, by the majority – rather than one side of the gamer/non-gamer division that currently exists.
Posted: August 22, 2010 at 8:24 pm |
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Communicating that working within restrictions can free creativity can sometimes feel like you’re being a kill-joy. But even the most free creative acts are faced with restriction, as the simple act of moving something from imagination to something tangible, means using materials and tools that have their own rules you must work with, and around.
Posted: August 19, 2010 at 1:16 pm |
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That’s why Pascal and I believe that Motives in Movement is the right idea at the right time. Game developers, studios, movie houses, producers, directors and the rest of those who work tirelessly to produce quality content are reliant on the process and tools at their disposal. Finding the best, and often the latest and greatest, is an ongoing process. Whether recruiting new talent and human capital, identifying the best mo-cap studio for the job, or purchasing the newest computer and camera technology, it’s an ever evolving landscape.
Posted: August 18, 2010 at 4:17 pm |
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