Highlights
The subject of video game and live-action acting is explored by actor Stephen Oyoung, who emphasizes the utilization of motion capture in more expensive games such as Marvel's Spider-Man 2.
Oyoung appreciates the freedom of motion and intimate ambiance on video game sets, yet acknowledges the absence of intricate props and sets, as well as the lack of downtime.
When comparing the filmmaking process between video games and live-action, Oyoung highlights that video game performances usually yield immediate results and capture the final product, despite actors donning mocap suits and performing in empty rooms. He also expresses intrigue towards Lucasfilm's Volume technology and expresses hope for future developments in sensor-less tracking suits.
Contrary to popular belief, the worlds of video games and live-action are more intertwined than they appear. In the past, video games heavily relied on artificial cutscenes and pre-rendered backdrops. However, modern higher-budget games such as Marvel's Spider-Man 2 incorporate motion capture techniques, requiring actors to fully embody their characters just like in live-action productions. Recently, our website had the privilege of speaking with Stephen Oyoung, the actor who brings Marvel's Spider-Man 2's Mr. Negative to life. Our conversation delved into his experiences working in both live-action and video game industries. With his extensive background in both mediums, Oyoung shared insights on the differences in acting and expressed his desires to see certain aspects carry across from one medium to the other.
The Pros and Cons of Acting in Video Games, According to Stephen Oyoung
In every profession, there are advantages and disadvantages to being an actor in video games. Stephen Oyoung shared his personal perspective on the positives and negatives of working on games like Marvel's Spider-Man 2, stating:
Video games offer more freedom for movement and rely less on elaborate props and sets, allowing for a greater imaginative experience. I find this process enjoyable and intimate, with smaller crews involved. Additionally, there is minimal downtime as there is no waiting for camera or lighting setups.
Oyoung proceeded to make a comparison between the process of filming for video games and live-action. According to Oyoung, filming for video games is a more immediate experience. Unlike in live-action where multiple camera angles need to be set up and numerous takes are often required, performing for a video game is more spontaneous. When Oyoung portrays the character of Mr. Negative, his on-the-spot performance is essentially the final version that fans will eventually see in the game. Every motion and line of dialogue he delivers is meticulously captured and translated onto the screen, remaining true to the original. In this sense, filming for video games can be considered more authentic than in live-action, despite the actors typically being clad in bulky motion capture suits and working in a large empty room.
But every workplace has room for improvement. While Stephen Oyoung praised the freedom he experienced while filming for video games and expressed his enjoyment of the more intimate atmosphere on a video game set, he also had a few ideas for cross-pollination between the live-action and video game worlds:
The volume technology utilized by Lucasfilm intrigues me as a fusion of live action and video game technology. I anticipate witnessing more of this in live productions. On the other hand, my personal desire for the video game industry is to have sensor-free tracking suits – now that would be truly remarkable. Perhaps one day in the future, this dream will become a reality.
Lucasfilm's Volume technology gained popularity through its use in the Disney+ show The Mandalorian, primarily for creating simulated backdrops of different Star Wars settings. The Volume, a circular screen encompassing the actors, has since been successfully utilized in multiple Disney shows. Despite some differences in opinion and application, Oyoung's prediction appears to be coming true, as this technology enables the depiction of various set locations without the necessity of leaving the studio.
Marvel's Spider-Man 2 is currently accessible on PS5.