One thing the Pragmata team used to their advantage in creating realistic characters was physicality and movement. Turning what can be a challenge into an opportunity the team embraced the nuances of working with motion capture to their advantage.
Reddaway says: “From a directing perspective… we would always have the blocking for each scene so we would have the exact movement and physicality, no matter what state the rest of the animatic was in, which was really useful.
“It’s very technical. We’d time David and Grace’s performances (face and voice) to the specifics of those videos, which is a really interesting way of working, actually, because the motion capture is always making offers to us. The process sort of becomes this lovely conversation between both performers on what the journey of these characters is.
“Acting for games is such a creative process – as it is in any other medium – but there is something about, the specificity of how technical games can be… There are all of these kinds of technical considerations in the performance that you need get right, in order to make it feel truthful and connected, which I think is a real unique challenge to games because often, you are also doing it in a booth on your own.”