Monday, March 9, 2026

Video game actor doesn’t want his performance to be viewed as just data

Video game actor doesn’t want his performance to be viewed as just data

For hours, Motion detection sensors Attached to Noshir Dalal’s body, he tracked his movements as he performed air punches, overhead strikes, and one-handed attacks that will later appear in a video game. Eventually, he swung the sledgehammer in his hand so over and over that he tore a tendon in his forearm. By the tip of the day, he could not open the handle of his automobile door.

The physical strain that such a movement work entails and the time it takes are one in all the the explanation why he believes all video game actors needs to be equally protected against using unregulated artificial intelligence.

Video game artists say they fear AI could reduce or eliminate jobs since the technology might be used to copy a performance in a variety of other movements without their consent. This is a priority that led the Screen Actors Guild-American Federation of Television and Radio Artists to go on strike End of July.

“When motion capture actors, video game actors in general, are only making the money they make that day … that can be a really tricky thing,” said Dalal, who played Bode Akuna in “Star Wars Jedi: Survivor.” “Instead of saying, ‘Hey, we’re bringing you back’ … they just don’t bring me back at all and don’t tell me at all that they’re doing this. That’s why transparency and compensation are so important to us in protecting AI.”

Hollywood’s video game actors announced a piece stoppage – their second in a decade – after greater than 18 months of negotiations over a brand new interactive media agreement with the gaming industry giants failed. artificial intelligence Safeguards. Union members have said they are usually not against AI, but performers are concerned the technology could provide a possibility for studios to displace them.

Dalal said he took it personally when he heard that the video game corporations negotiating a brand new contract with SAG-AFTRA wanted to think about “data” somewhat than performance in some motion work.

If players were so as to add up the variety of cutscenes they see in a game and compare it to the time they spend controlling characters and interacting with non-player characters, they might find that they interact with the work of motion artists and stuntmen “a lot more than you interact with my work,” Dalal said.

“They’re the ones who sell the world that these games take place in, when you’re doing combos and doing crazy, super cool moves using the Force powers, when you’re playing Master Chief or swinging around the city as Spider-Man,” he said.

Some actors argue that AI could deprive less experienced actors of the prospect to play smaller supporting roles, similar to non-player characters, where they typically earn their stripes before landing greater jobs. The uncontrolled use of AI, performers say, could also lead to moral issues if their voices or images are used to create content they morally disagree with. This sort of ethical dilemma has recently cropped up with game “mods,” wherein fans alter game content and create latest ones. Last 12 months, voice actors spoke out against such mods within the role-playing game “Skyrim,” which used AI to generate actors’ performances and clone their voices for pornographic content.

Motion capture in video games involves actors wearing special lycra or wetsuits with markings on them. In addition to more complex interactions, actors perform basic movements like walking, running, or holding an object. Animators take these motion capture shots and link them together to react to what someone playing the sport is doing.

“AI allows game developers and game studios to automatically generate many of these animations from previous footage,” says Brian Smith, assistant professor in Columbia University’s Department of Computer Science. “Studios no longer have to collect new footage for every single game and every type of animation they want to create. They can also draw on their archive of previous animations.”

If a studio has motion capture data from a previous game and needs to create a brand new character, the animators could use those saved recordings as training data, he said.

“With generative AI, you can generate new data based on this pattern of previous data,” he said.

A spokeswoman for the video game producers, Audrey Cooling, said the studios had offered “significant” AI protections, however the SAG-AFTRA negotiating committee said the studios’ definition of who’s an “artist” was key to understanding who could be protected.

“We worked hard to put forward proposals with reasonable terms that protect the rights of performers while ensuring we can continue to use the most advanced technology to deliver a great gaming experience to fans,” Cooling said. “We proposed terms that provide consent and fair compensation to all employees under the (contract) when an AI reproduction or digital recreation of their performance is used in games.”

The game corporations have offered wage increases, she said, initially a 7 percent increase in rates and an additional 7.64 percent increase starting in November. That represents a 14.5 percent increase over the lifetime of the contract. The studios have also agreed to increases in per diem rates, overnight travel payments and increases in time beyond regulation rates and bonuses, she added.

“Our goal is to reach an agreement with the union that will end this strike,” Cooling said.

A report on the worldwide gaming marketplace for 2023 by industry watcher Newzoo predicted that video games would increasingly feature AI-generated voices, much like the voice acting in Squanch Games’ “High on Life.” Game developers, the Amsterdam-based company said, would use AI to supply unique voices, eliminating the necessity for voice actors.

“Voice actors may have fewer opportunities in the future, especially as game developers use AI to reduce development costs and time,” the report says, noting that “major AAA prestige games like ‘The Last of Us’ and ‘God of War’ use motion capture and voice acting in a similar way to Hollywood.”

Other games, similar to “Cyberpunk 2077,” feature celebrities.

Actor Ben Prendergast said the information points collected for motion capture don’t capture the “essence” of an individual’s acting performance. The same is true, he said, of AI-generated voices, which might’t convey the nuanced decisions that occur in big scenes – or smaller, strenuous efforts like 20 seconds of screaming to portray a personality’s death by fire.

“The big problem is that someone somewhere has this massive amount of data and now I have no control over it,” said Prendergast, who voices Fuse in the sport “Apex Legends.” “Nefarious or not, someone can now take this data and say we need a character who is nine feet tall, who sounds like Ben Prendergast and can do this fight scene. And I have no idea if that’s going to happen until the game comes out.”

The studios would “get away with it,” he said, unless SAG-AFTRA could implement the AI ​​protections they’re fighting for.

“It reminds me a lot of sampling in the ’80s, ’90s and 2000s, when a lot of people were sampling classic songs,” he said. “It’s an art. If you don’t protect the rights to their image, their voice or their body and gait, you can’t protect people from other endeavors.”

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