I'm sitting across from young Michelle Moller, whose mother I just found brutally murdered. The lead detective of the crime, I've been given the unenviable role as harbinger of bad news. "I'm sorry to have to tell you this, Michelle, but your mother is dead." She hunches forward a few inches and throws her head into two upraised hands, audibly sobbing. Still, something's very wrong here, and I don't mean the case at hand.
Her fingers don't quite settle upon her face. There's no reddening of her cheeks — no change in color at all, in fact. Most of all, there are no tears. I ask her if she'd be okay with answering a few questions for the investigation. The sounds of sadness fade away as quickly as they arrived. She raises her head. "I could try," she says, with no forced effort to maintain composure — her face as bright as it was before I walked through that door.
What I'd like to be doing here is setting up a Voight-Kampff machine and asking about a tortoise in the desert (protip: whatever she says, choose "doubt"). But she isn't my primary suspect, and this isn't Blade Runner. This is the world of Team Bondi's action / thriller game L.A. Noire. The developer prides itself on its motion capture technology and interrogation game mechanic — players are supposed to be able to tell who's lying in interrogations based on how the actors actually performed it." The technology "allows us to bring a sense of humanity to the game that has yet to be achieved up until now," according to Depth Analysis' Oliver Bao. But in striving for this visual realism, as many games are trying to do, game developers seems to be missing the point. There's a degree of emphatic response, of humanity itself, that's being lost in translation — something very uncanny about the digital interpretation of life — and engineering alone won't fill that void.
Note: spoilers ahead for a variety of titles, tread cautiously!
Defining the uncanny valley, starring Tom Hanks
"The subject of the 'uncanny' is... undoubtedly related to what is frightening — to what arouses dread and horror; equally certainly, too, the word is not always used in a clearly definable sense, so that it tends to coincide with what excites fear in general."
— Sigmund Freud, "The Uncanny"
Quick history lesson on the term uncanny. Credited to Ernst Jentsch from his 1906 essay "On the Psychology of the Uncanny," Sigmund Freud later expounded upon it in the aptly-titled 1919 essay "The Uncanny." (Both cite an 1816 German short story ETA Hoffman, "Der Sandmann," in which the protagonist Nathanael falls in love with a humanoid automation named Olympia.) In both pieces, "uncanny" refers to something that is "creepy" or "not quite right" in appearance. Playing off that, the phrase "uncanny valley" comes from roboticist Masahiro Mori in 1970. Much of his hypothesis is best summed up in the supplementary chart:
According to Mori, as a robot becomes more humanoid (both in appearance and in motion), people will initially show more empathy towards it. Eventually, though, it hits an "edge" of realism where one's reaction very sharply turns to discomfort and aversion. The dip is less pronounced when motion is taken out of the equation, but it's still very much an issue. This is the uncanny valley, the lowest point, the wax mannequin of Samuel L Jackson that comes to life in your nightmare and chases you around. The only way to get out of the valley would be to create something so similar to a human being that you couldn't tell the difference — a visual Turing Test, if you will. Here's another take, care of Judah Friedlander from an episode of 30 Rock: "We like R2-D2 (industrial robot) and C-3PO (humanoid robot), and up here (healthy person) we have a real person like Han Solo, but down (in the valley) we have a CGI Stormtrooper or Tom Hanks from The Polar Express."

Unlike film, video games don't have the option to use live-action characters and performances to tell a story. In-game characters have to be built largely from scratch. Rather than reinventing the wheel, many developers use motion capture and facial mapping as a way of bridging that gap between the real and the digital. That can expedite the process of creating something "human like," but it isn't quite human. The uncanny debate in gaming is far from new, but as graphical processing and motion capture technology continues to improve, character design pushes ever closer against this so-called valley.
(A disclaimer: the uncanny valley is more philosophical than it is quantifiable. There is no scientific method for testing whether or not something is "in the uncanny valley," and for many people, this might not be an issue at all. Certainly a number of people found Polar Express not at all unsettling — I just don't know any of them.)
MotionScan: creating the world of L.A. Noire
"At the time, both of them were working on avatars. He was working on bodies, she was working on faces. She was the face department, because nobody thought that faces were all that important—they were just flesh-toned busts on top of the avatars. She was just in the process of proving them all desperately wrong."
—Neal Stephenson, Snow Crash
The room is all white, brightly lit to eliminate any trace of shadows. Aaron Staton sits down, his head the dead center of that room. Thirty-two cameras, grouped in pairs, surround him. Each pair is assigned a different portion of his face to record, working in tandem to provide a 3D scan as he goes through his lines with as much vim and vigor as his virtualized high-strung, do-gooder detective Cole Phelps requires. This face-centric performance will be coupled with a separate motion-capture session that records all the body movement.
This is MotionScan, the technology developed by Team Bondi offshoot Depth Analysis, and the end result is the in-game population of Los Angeles, 1947. The character model of Phelps in particular, a replicant of Staton, stands out with a range of emotions — mostly variations of anger, which give Team Bondi a chance to demonstrate how much raw data is being captured. When Phelps surveys a crime scene and converses with Dr. Malcolm Carruthers, the two pointing to various clues strewn about a victim's body, it's the merging of these two disparate recording sessions (face and body). It's impressive, but as I said in the introduction, it's also notably imperfect.
Let's return to the first example, the interrogation of Michelle Moller. Here's the full scene:
Something is off, but should I attribute it to the actress or the technology? To both? Coincidentally, the actress — 18-year old Abigail Mavity — has been questioned by authorities before when she appeared on an episode of the procedural cop drama NCIS (video here, embedding unfortunately disabled). The structure of the interrogation is amusingly similar to L.A. Noire. In the TV show clip, we see Mavity's character lie about sending an email, which prompts Special Agent Leroy Gibbs (Mark Harmon) to present evidence to the contrary: her smartphone. She tries to lie about her whereabouts last Thursday night. Gibbs doubts her answer, which is presented as a stern stare (L.A. Noire's Phelps can also "choose doubt," although his method involves a lot of yelling). That's all it takes for Mavity's character to open up — and when she does, Mavity's live-action face becomes very animated and telling.
That range of expression frankly isn't in the game; comparatively, the game character Michelle Moller is much more stilted. Whenever I show that L.A. Noire clip to others (or recount the scene with friends who have already played through the game), there's a general consensus that something feels very unnatural from a technical standpoint. I know Michelle is upset because the emotion in her voice and the context of the situation (i.e. the death of her mother), but her physical reactions don't match up appropriately. At many times throughout the game, these abnormalities seem to work against having any sentimental resonance with the characters, up to and including Phelps himself. It's clear that Team Bondi wants the player to make an emotional investment — why make a narrative-driven game for any other reason? MotionScan is an impressive engineering achievement, but there's an over-reliance on the technology alone to render sympathetic eyes.
Where Matthew Broderick and Half-Life 2 cross paths
In the 1997 movie Addicted to Love (not recommended), Matthew Broderick and Meg Ryan become obsessed with (and inevitably spy on) their ex-lovers, who at that point had become something of an item. Broderick's character, painted as the obsessive-compulsive type, keeps track of their actions and even goes so far as to create a "smile list," analyzing how variations in a smile have different meanings. An obviously important detail to the film (spoiler: it's how Meg Ryan realizes her and Broderick were meant for each other, as if being the two best-known actors in the film wasn't enough of a hint), it's also amusingly enough a pretty smart read into how people interpret facial reactions.
In 1978, Paul Ekman and Wallace V. Friesen set out to deconstruct facial expressions into a combination of Action Units (AU), which are various muscles contracting and reacting — an insincere smile, for example, would be just the contraction of the zygomatic major muscle (which controls part of the mouth), whereas a sincere and involuntary smile also contracts part of the orbicularis oculi (aka eyelids). This Facial Action Coding System (FACS), as it's known, has been incorporated into Valve's Source Engine and showcased via the character Alyx from Half-Life 2. Check out her reaction to an exploding gunship — it's exaggerated, yes, but it's fully emotive and a convincing complement to the voice work.
Smile like you mean it: Heavy Rain's casting call
If you've read any articles about the uncanny valley in the last few years, particularly in the world of video games, there's a good chance they were inspired by Heavy Rain. In 2006, developer Quantic Dreams unveiled a tech demo to show off its own motion capture technology. Heavy Rain: The Casting starred Aurélie Bancilhon as a woman auditioning for a role, her face going through a wide, wide range of emotion. The eyes, eyebrows, and mouth show a range of malleability — hey, look, tears! — but still, not every piece was there. I'd argue the biggest problem here was the glossy texture of her skin and mouth, which QD probably didn't find important to highlight the actual motion capture process, but in any case, this video elicited an extremely uneasy response from the gaming community.
A lot has changed since then. When the game launched in early 2010, character models were more detailed, edges softer. The lighting helped, too. It's not perfect, but with a game that lives and dies by its story, the characters had to sell the narrative — or at least not get in the way. Given the critical praise, I'd argue it did. As a note of comparison, Banchilhon was cast in the final game as Lauren Winters. Jump to the two-minute mark in this video:
The hollow men: a trip into Bethesda's world
It's rare that a game criticized for uncanny characters sees much of a dip in review scores or sales as a direct result. In gaming, mechanics are still king, and talking about the uncanny is more of an academic exercise. Metacritic shows an aggregate review score of 89 (out of 100) for L.A. Noire; the game also topped North American sales charts in its first month. And then there's Bethesda Softworks, developer of enormous and sprawling role-playing titles such as Fallout 3 and the Elder Scrolls series (Morrowind, Oblivion). Every single one of these games have been award-winning bestsellers — and every single one of them have been populated with bizarre, uncanny non-playable characters (NPCs). In both appearance and in action, something always seems a little off — clever dialog, eccentric voice work, but again, emotions like anger and surprise barely register an eyebrow lift. (At times, too, it seems many of the characters have the same (or eerily similar) faces in a way that isn't meant to imply family lineage.) Check out, for example, this video clip from Fallout 3, with you (as a character lacking any intelligence) chatting with several scientists:
None of those interactions feels all too natural — but on the other hand, maybe that doesn't matter. Again, game mechanics are king. Bethesda games always seem to be more a reflection of you, from the very beginning when you're given the ability to design every minute detail of your avatar. They're more than "sandboxes," they're playgrounds: vast, open worlds that let you roam around as you see fit and play as you choose. In some ways this uncanny aversion, this disconnect from the virtual population, might actually be an unintended boon for the title — or at least it doesn't hurt.
There is little external incentive to follow the main quest other than your own personal decision to do so. Relatively unimportant characters can give you daunting tasks, and you can decide to help. Any item can be picked up, any person can be killed, and at times there are consequences for your actions. (This isn't as clear cut, perhaps by technical limitation — people seem to be way too forgiving about murdering entire villages, for example.) In a sense, what Bethesda does is give you a large thematic sandbox and lets you run wild.
In a game where strong narrative isn't the primary motivator, emphatic characters are much less a priority. As dry as these characters are, they don't influence my actions one way or another on an emotional level — it's my playground, it's all about what I want to do. The stories I take from the post-apocalyptic Fallout 3 are guided only by my wandering. For example, exploring northeast of Megaton city, I stumbled upon a run-down Super-Duper Mart. There's a group of raiders in the parking lot in a shootout with god-knows-what. I sneak in — poorly, I might add — and alert the patrolling raiders both inside and out. What followed was a pretty long skirmish wherein I did my best to take cover between aisles and behind pharmacy counters, finding the occasional extra ammo clip and taking out the gun-toting pillagers one by one. Scavenging for medicine after the firefight, I decided for a laugh to play with the intercom; by the time I walked out, another group of raiders had entered to investigate the noise. Whoops...
Left 4 Dead elicited similar experiences — given a setting, the narrative ultimately came from how you survived and escaped a zombie onslaught. Unlike Left 4 Dead, however, Bethesda titles are solo experiences — every decision is yours to make, every story is yours to tell. These characters don't need to elicit an emotional response, because that might change how I would play it. The enjoyment of a Bethesda title is directly proportional to what you're willing to put into it.
And that brings us to Skyrim. Bethesda gave a 20-minute presentation of the next Elder Scrolls title earlier this month at E3, and though the NPC interaction was kept to a minimum, it felt like the same formula — characters being "not quite right," a story built around your choices and your encounters — and killing giant dragons, of course. What I'm impressed with is just how detailed the NPCs appear in the screenshots. To be fair, the Fallout 3 characters looked great in static snapshots, too, but this is why Mori hypothesized a second, more extreme dip for such characters in motion. Call me cautiously optimistic, and know that I'll probably sink dozens of hours into the game regardless.
Learning from Pixar

To get an emotional response from the audience, sometimes all it takes is a more liberal interpretation of a human. I love this quote from Clive Thompson's 2004 Slate piece "The Undead Zone," speaking with cartoonist Scott McCloud:
"Charlie Brown doesn't trigger our obsession with the missing details the way a not-quite-photorealistic character does, so we project ourselves onto him more easily. That's part of the genius behind modernist artists such as Picasso or Matisse. They realized that the best way to capture the essence of a person or object was with a single, broad-stroked detail."
In trying to become film, perhaps developers who are seeking "realism" should learn more from animation than live-action. Take Pixar's 1988 short "Tin Toy," for example — better yet, just look at this picture. This isn't some Benjamin Button child, a face wrinkled and a brow furrowed from inverse aging. It was a technical achievement in its day, a test of RenderMan software, a short that Pixar wanted to use to sell a half-hour TV special. Instead, it convinced Disney to push Pixar into doing a feature-length film — Toy Story. If you notice the humans in that film, they're never modeled with nearly as many wrinkles. Or really any wrinkles, for that matter.
From the first film onwards, Pixar has taken a more liberal interpretation of the human face, keeping key features intact and at times even more exaggerated for the display of emotion. But still, each character is unmistakably human (with the possible exception of WALL-E's Captain B. McCrea, but then again, years of isolation can do that to a body).
Speaking to The New York Times back in 2004 around the time The Incredibles was launching, Pixar co-founder and President Ed Catmull summed it up best: "anyone who thinks that emulating reality is the Holy Grail is not a great animator. Because the goal isn't to emulate humans. The goal is to create works of art and to tell stories." The company's obviously doing something right: Pixar movies are reliable box office hits with great critical reception.
Wrap-up: I'm Cole Phelps, Blade Runner
On roboticist Dario Floreano's "Talking Robots" podcast, David Hanson — famous for making robotic heads of Phillip K. Dick and Albert Einstein — argues that achieving realism is done through "very high-end artistry with groundbreaking engineering." He notes that film itself started as a technically-focused medium in the 1920s but didn't become meaningful until artists took note. "If [robots are] designed poorly," Hanson says, "it doesn't matter what level of realism is achieved. You can make something that looks like it could be a real human, it's perfectly realistic then, it could be very ugly or scary looking, or just flat mean and that can be disturbing."
If realism isn't the catalyst for an emotional response, then what creative liberties should be taken in game character design? I'd like to propose developers think of motion scanning as more of a canvas than a final product, taking a creative license where it makes sense. If a CG unicycle can tug on my heart strings, certainly a human character can be stylized even just a little bit in the interest of player empathy. Even the best motion capture technology at this point isn't going to perfectly recreate a human performance — but with the perfect blend of technical prowess and artistic styling, I believe games can mold their own unique (and interactive) stories with an even greater sense of humanity.
So let's return once more to L.A. Noire, to Michelle Moller's interview. But this time, mostly in jest, I'd like to think of L.A. Noire as a testing ground for early Nexus series replicants. Cole Phelps, a precursor to Rick Deckard (and also a character of questionable humanity, depending on how you view it), sketches a picture of Michelle Moller into his pad with phenomenal speed. I say to her, "Some of your mother's jewelry was missing. Can you describe her things?" Michelle fidgets, convulses even, just a little. "A ring, a watch... I never paid much attention to that stuff," she responds. If only Phelps could see what I see with my eyes. The degree of her emphatic response for one. Her askew, subdued facial contortion, for another. But he doesn't notice, or he doesn't seem to care. I'm drawing a grand illusion over a simple game mechanic. No matter what her face does or does not say, no matter how unnerving I find the character model to be, she fidgets. And I know that means to doubt her. It's not intuition, nor any empathy for her well-being that steer me that way: there's an obvious game mechanic poking through Moller's painstakingly-crafted digital skin. At the end of the day, L.A. Noire is just a game.







Comments
Holy shit Ross, this is a great article. Well done.
Posted on Jun 22, 2011 | 3:12 PM EDT reply Recommend Flag actions
agreed! now I’m going to watch Blade Runner, 2001 and The Life Aquatic with Steve Zissou only cause it’s awesome.
Posted on Jun 23, 2011 | 5:55 AM EDT reply Recommend Flag actions
I’m worried that the upcoming Tintin movie from Steven Spielberg will also have this very problem. From seeing a few screenshots, it looks just like Polar Express.
Posted on Jun 22, 2011 | 3:15 PM EDT reply Recommend Flag actions
I think that looks better than Polar Express, the eyes were dead in those characters.
Posted on Jun 22, 2011 | 3:20 PM EDT reply Recommend Flag actions
I don’t have time right now…. Really looking forward to reading this though. I guess I’m starting to see how SB nation will take on the Tech Side with a broader view of things… very intrigued Chrome to Phoned
Posted on Jun 22, 2011 | 3:15 PM EDT reply Recommend Flag actions
Wow, great work. Lots to chew over.
Without meaning to kiss too much arse, This is my next is streets ahead of the crap spat out by most other tech blogs.
This is my next favourite tech blog!
Posted on Jun 22, 2011 | 3:18 PM EDT reply Recommend Flag actions
‘The goal is to create works of art and to tell stories’ – you sure did that with article it’s great!
Posted on Jun 22, 2011 | 3:20 PM EDT reply Recommend Flag actions
This editorial is a sublime tour de force. Mr. Ross Miller, you are a wonderful man.
Posted on Jun 22, 2011 | 3:24 PM EDT reply Recommend Flag actions
Just have a look at “Ico” and “Shadow of the Colossus”. The characters are far from being photorealistic images but just because of the style of animation, it works. Or look at the demos being shown for the last guardian: the guardian ist not a being with a counterpart in reality BUT it does create emotion.
Your article was a wonderful read, the oh so praised motion capturing of la noire is..awful. It doesnt create anything but a good laugh. Or thinking about what one could have done with that money. ;)
Posted on Jun 22, 2011 | 3:25 PM EDT reply Recommend Flag actions
And THIS is why I stick to Ms. Pac Man!
Posted on Jun 22, 2011 | 3:25 PM EDT reply Recommend Flag actions
Top, top work.
I would say that the best thing about Pixar with regards to humanising their characters is the way they portray emotion. The opening scenes of WALL-E (and in fact the entire film) show such emotional depth when not only is the character animated, it doesn’t even have a real face.
Posted on Jun 22, 2011 | 3:28 PM EDT reply Recommend Flag actions
This is great. Are all of your Thisismynext stuff going to be transferred into the new site?
Posted on Jun 22, 2011 | 3:29 PM EDT reply Recommend Flag actions
I can assure you this content isn’t going to disappear. Beyond that, wait and see :)
Posted on Jun 22, 2011 | 4:07 PM EDT reply Recommend Flag actions
Ross have u seen the movie UP? trying watching the first 5 min without tearing up. That is story telling.
Posted on Jun 22, 2011 | 9:38 PM EDT reply Recommend Flag actions
I can assure you this content isn’t going to disappear. Beyond that, wait and see :)
Posted on Jun 22, 2011 | 4:07 PM EDT reply Recommend Flag actions
Nice graphics. Holy Shit! http://www.technileaks.com/download-angry-birds-seasons-summer-pignic-update-iphone-ipod-touch-ipad/
Posted on Jun 22, 2011 | 3:35 PM EDT reply Recommend Flag actions
“Slow clap” Well done sir
Posted on Jun 22, 2011 | 3:44 PM EDT reply Recommend Flag actions
Good work Miller, good work.
Posted on Jun 22, 2011 | 3:58 PM EDT reply Recommend Flag actions
Well worth the read, thanks!
PS: I am so close to deleting the shortcuts to Gizmodo and Engadget, so close..
Posted on Jun 22, 2011 | 3:59 PM EDT reply Recommend Flag actions
deleted giz ages ago. dont miss it at all.
if this site updated more often i’d prolly delete engadget too.
Posted on Jun 22, 2011 | 4:28 PM EDT reply Recommend Flag actions
I deleted Giz after one too many “HOW COMPANY X IS TRYING TO STEAL YOUR SOUL” articles.
Posted on Jun 22, 2011 | 6:50 PM EDT reply Recommend Flag actions
I think the thing with thisismynext is that compared to engadget, a blog; thisismynext is more like a magazine. The quality of each writing and the care for detail is something new in this area.
Posted on Jun 22, 2011 | 9:13 PM EDT reply Recommend Flag actions
Nice observations I agree with Chad
Posted on Jun 22, 2011 | 4:10 PM EDT reply Recommend Flag actions
Nice observations I agree with Chad
Posted on Jun 22, 2011 | 4:10 PM EDT reply Recommend Flag actions
This article was so long that i had to go back and read the beginning to remember what i was just reading about. Not that thats a bad thing, this was a great article and you sir have impressed me. For the tl;dr ers out there how i took it is that trying to recreate perfect looking human characters in games and movies etc is not the way to go as the more realistic a character looks, the more you seem to notice there lack of realism. L.A. Noire’s attempt to create very real characters makes there peculiarities stand out creating an uneasy feeling in the way that they react to emotional stimuli. Sometimes the best way to create a character that doesn’t seem peculiar in how similar yet very different they are to real humans is to make them more abstract, a bit more eccentric so that you can except that they are supposed to be human, but not appear to be a psychopath that doesn’t know how to properly display emotion.
Posted on Jun 22, 2011 | 4:23 PM EDT reply Recommend Flag actions
Your article certainly told a story, Ross. Good work.
Posted on Jun 22, 2011 | 4:32 PM EDT reply Recommend Flag actions
Thanks for the interesting topic you discussed here, Ross. It’s such a rear occurrence nowadays to find an article truly worth reading and taking a much deeper look at things that we don’t manage to notice in real life. Such articles help you observe the world around us more widely. Nice job!
P.S. At the end you wrote that L.A. Noire is just a game. I think you should’ve written that at the beginning.
Posted on Jun 22, 2011 | 4:43 PM EDT reply Recommend Flag actions
Just think, a few months ago you could have been writing a 2500 word post about the white iphone 4 on engadget, followed up by 1000 fanboi posts (99% of which are saying 1 of 2 possible points.) Now you get to write gems like this! What a great read, so glad you guys started timn
Posted on Jun 22, 2011 | 4:46 PM EDT reply Recommend Flag actions
Ross,
I was waiting for you to bring Pixar and Avatar into the discussion, and I was delighted to see you did talk about Pixar’s move away from realism towards impressionism (of a kind). Would be curious as to how you think James Cameron crossed the uncanny valley so successful with Avatar. Because they were giant cats? Because he did a better job with the eyes? Something else?
Posted on Jun 22, 2011 | 4:47 PM EDT reply Recommend Flag actions
most impressive article Admiral Ross
Posted on Jun 22, 2011 | 5:00 PM EDT reply Recommend Flag actions
great read!
Posted on Jun 22, 2011 | 5:02 PM EDT reply Recommend Flag actions
Fantastic read. In a way….this is like the apple argument for computers. Its all about the experience of the interface, and not the power and specs behind it.
Posted on Jun 22, 2011 | 5:17 PM EDT reply Recommend Flag actions
Great piece Ross!
Posted on Jun 22, 2011 | 5:20 PM EDT reply Recommend Flag actions
Great piece Ross!
Posted on Jun 22, 2011 | 5:20 PM EDT reply Recommend Flag actions
had me with the snow crash quote.
Posted on Jun 22, 2011 | 5:20 PM EDT reply Recommend Flag actions
had me with the snow crash quote.
Posted on Jun 22, 2011 | 5:20 PM EDT reply Recommend Flag actions
My visits to Engadget and Gizmodo has greatly decreased over the past month due to this beautiful project of a site you guys are working on, however this article marks the day my visits to other tech sites become a “let’s see what they’re up to” monthly visit instead of a daily routine.
Ross, you’ve out done yourself with an amazing and unique article buddy. Great read.
Posted on Jun 22, 2011 | 5:26 PM EDT reply Recommend Flag actions
Can’t wait for the actual end product of a site you guys produce!
Posted on Jun 22, 2011 | 5:27 PM EDT reply Recommend Flag actions
Nice work, Ross.
Interestingly, in the LA Noire clip, the dad character doesn’t come across as nearly so uncanny. Perhaps that’s because Greg Grundberg actually looks like that when he’s performing… :)
Posted on Jun 22, 2011 | 5:29 PM EDT reply Recommend Flag actions
Great piece, but one outlier when it comes to the uncanny valley, IMHO, is Avatar. The Navii were essentially all motion-capture, right? I’m sure it’s not the same tech, but was definitely a new level for passing the uncanny valley. At least compared to other films (polar express at the very least)
Posted on Jun 22, 2011 | 5:36 PM EDT reply Recommend Flag actions
Yes, but my feelings on Avatar’s character (I won’t speak on the plot or anything else) was that these characters are intentionally humanoid. I think we’re less judgmental / more forgiving of faults of a fake biped species than our own; additionally, the work put into creating each Nav’i model is pretty crazy. (Similar thoughts apply to LOTR’s Gollum)
Posted on Jun 22, 2011 | 5:44 PM EDT reply Recommend Flag actions
Wow, one of the best articles I’ve read all year. As a guy gamer (silly girls!) it’s refreshing to read a well written and carefully thought out article about videogames and their future.
Posted on Jun 22, 2011 | 5:55 PM EDT reply Recommend Flag actions
Great article. Allow me to republish and link it back. I’m keeping a pdf copy of this
Posted on Jun 22, 2011 | 6:30 PM EDT reply Recommend Flag actions
Just deleted gizmodo RSS feeds after reading this
Posted on Jun 22, 2011 | 6:37 PM EDT reply Recommend Flag actions
Awesome article. One of the best ive ever read. Thank you
Posted on Jun 22, 2011 | 9:35 PM EDT reply Recommend Flag actions
Wow … fantastic article. Great read …
Posted on Jun 22, 2011 | 9:37 PM EDT reply Recommend Flag actions
This may be the best thing I’ve ever read here. Bravo
Posted on Jun 22, 2011 | 10:13 PM EDT reply Recommend Flag actions
This is why Ross Miller is The Beautiful Mind.
http://awesomescreenshot.com/0d0fduw8c
Posted on Jun 22, 2011 | 10:37 PM EDT reply Recommend Flag actions
I read this article, and immediately added you guys to my RSS feed. VERY well done.
Posted on Jun 22, 2011 | 11:07 PM EDT reply Recommend Flag actions
That picture of Boo is so effing adorable! Only Valve have been able to pull of really good facial animations and lip syncing in games. Funny how their shining example of this is Half Life 2 (also Episode 1 and 2) which came out 7 years ago and most games don’t even come close.
Posted on Jun 23, 2011 | 4:25 AM EDT reply Recommend Flag actions
Kids have a phrase for the uncanny valley. “Fakey.”
Posted on Jun 23, 2011 | 11:35 AM EDT reply Recommend Flag actions
Kids have a phrase for the uncanny valley. “Fakey.”
Posted on Jun 23, 2011 | 11:35 AM EDT reply Recommend Flag actions
I’ve wondered in the past how long it would take us to be able to climb out of the uncanny valley. It seems we’re already there.
Very timely article on Gizmodo: http://gizmodo.com/5814813/can-you-fall-in-love-with-this-beautiful-girl
Posted on Jun 23, 2011 | 1:26 PM EDT reply Recommend Flag actions
Nice work, friend! I think many developers are trying WAY too hard to sneak past the uncanny valley these days. Let me rephrase…they aren’t sneaking at all. They are forcing these motion capture scenes on us to let us know that, “Hey, we spent a lot of money on this tech, so we are going to put the camera all up on our characters at all times so you can see the dollar signs in their eyes.” A little subtlety and artistry goes a long way, and I think we will see more of those two graces as the novelty of the tech wears off.
Posted on Jun 23, 2011 | 4:35 PM EDT reply Recommend Flag actions
Nice work, friend! I think many developers are trying WAY too hard to sneak past the uncanny valley these days. Let me rephrase…they aren’t sneaking at all. They are forcing these motion capture scenes on us to let us know that, “Hey, we spent a lot of money on this tech, so we are going to put the camera all up on our characters at all times so you can see the dollar signs in their eyes.” A little subtlety and artistry goes a long way, and I think we will see more of those two graces as the novelty of the tech wears off.
Posted on Jun 23, 2011 | 4:35 PM EDT reply Recommend Flag actions
http://www.dieselsweeties.com/archive/1375
Posted on Jun 23, 2011 | 5:17 PM EDT reply Recommend Flag actions
I don’t know. Everyone’s praising this article, and I guess it deserves some credit compared to the typical stuff you see on tech sites. But I do think it took him a long time to make a simple point.
Posted on Jun 24, 2011 | 1:56 AM EDT reply Recommend Flag actions
tinyurl.com/24n4nqb
Posted on Jun 24, 2011 | 8:40 AM EDT reply Recommend Flag actions
Really great article. This is actually Abby Mavity, this article was emailed to me by a friend. The only reason I comment is to let you know the reason behind the movement being stilted and stiff… My body in that clip wasn’t actually me, nor were the sobs my voice at all. I only know this because, well, I know my voice and that’s definitely not my sob, and I did motion capture, but at no point during it did they have me put my head in my hands, so I’m not sure if it was computer generated or what, but that definitely wasn’t me. Also a lot of the movements on lines weren’t made when I was saying those lines at all, so a lot of it wasn’t naturally what a person would do at all. As I said, really, really great article!
Posted on Jun 24, 2011 | 9:40 PM EDT reply Recommend Flag actions
Great article. For good acting in modern video games Bioshock Infinite looks like it fits the bill. The new trailer that came out of E3 had some incredible expression and voice acting with the girl you protect though out the game. Her design looks like something from Pixar rather than a scanned model.
Posted on Jun 25, 2011 | 1:13 PM EDT reply Recommend Flag actions
don’t you mean empathic instead of emphatic? empathy instead of emphasis
Posted on Jun 26, 2011 | 12:48 PM EDT reply Recommend Flag actions
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