This week I have been attending animex. Today is the last day of gaming talks and on Thursday the animation ones start.
Yesterday I went to a talk about empathy in games by Ed Hooks which has been my favourite talk of the week so far. In it he discussed how empathy is used in games, and how it works.
I learnt that empathy is totally different to sympathy. Empathy involves caring for someone and identifying with they were as sympathy is more feeling sorry for someone.
Here are a few of my notes:
o Humans only empathise with emotion
o Emotion has to lead to an action for humans to empathise with it
o Empathy is an automatic valued response
o Emotion is not “actable” the character needs to actually feel it for the audience to empathise with them
· To combat this motion capture is used to accurately capture movements. But for this to be most effective and for a true performance to be given the actors need to be in the same room so they can react off each other.
· You need to actually capture a performance
o Humans have 7 basic emotions
· Happy
· Sad
· Angry
· Disgust
· Contempt
· Fear
· Surprise
o For humans to empathise with a character they don’t have to be photo real
o Eye contact is key
· When someone is listening they look into the speaker’s eyes 80% of the time
· However, when someone is talking they only make eye contact 40% of the time. The rest of the time the eyes are darting around as the brain works out what to say.
o Blinking is key when it comes to getting the audience to sympathise with a character. This is because if the blinking is slightly off it can stand out as it will not look natural
· Blinking should be used to show thinking and when thoughts change not to emphasise what a character is saying.
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- Skip to 1.05)
In this scene of Forrest Gump most of the performance is given through the eyes. Whenever I am finding it hard to animate blinks I always look at this scene because it is an amazing demonstration of acting being mostly done by eye contact.
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