Performing Capture in Video Games and New Acting Practice in the Post-Digital Era

Author:

ZORIN ARTEM N.ORCID, ,YAKHAMOV DANIIL A.ORCID,

Abstract

Motion capture technology for creating an animated image of an artist is becoming increasingly widespread in animation, cinema, and computer games. The motion capture methodology allows translating the acting into different virtual worlds and implementing creative data such as plasticity, voice, drama, in completely unexpected forms, which expand the boundaries of traditional artistic anthropology and the psychology of art. The most multilevel and multi-variant form of motion capture, performing capture, can reflect the plasticity of the artist in the finest details. This article raises the question of the need to study new aspects of the methodology of acting creativity. This question arises in the process of creating images of computer games, against the background of scientific understanding of various forms of motion capture technology and their modeling in the digital environment. The ways the artist exists during the implementation of scenarios of high-budget computer game projects are characterized by multivariance in the development of the image when setting the most important tasks in a situation of multiplicity of game strategies, by an expansion of understanding the original event, and by the dynamics of the role pattern. The interactive nature of gaming projects requires an understanding of the categories of actor existence in the synthesis of classical (Stanislavsky system) and post-dramatic theatrical approaches.

Publisher

GITR Film and Television School

Subject

General Medicine

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