Performance
Action Design and Stunt Coordination for Cinematics and Gameplay - Q&A
A question and answer session focussing on the process of designing action content and coordinating stunt shoots within Game Development.
Subject areas could range from the key safety requirements developers should expect a coordinator to manage through to the creative elements that factor in to producing great action content and the steps developers can take to maximise what can be attained from their capture process.
Depending on the space, live demonstration of key concepts with performers could be included. I believe this would elevate the session significantly but there are factors that would need to be discussed to ensure this is viable.
Session Takeaway
- Clarity - Answer key questions and give practical advice regarding the process of creating and capturing action content
- Action in Performance - Explore how action content is created, what can be achieved and how it can enhance and support Cinematic and Gameplay production
- Safe Practice - How a Coordinator can help developers manage and mitigate risk, allowing them to navigate action requirements safely and effectively.
How to Enhance your Mocap/P-Cap Shoot: A Collaborative Guide for Game Devs and Performers
This talk centres around the collaboration between the Game Developer and the Performer. For almost 25 wonderful years I’ve been working in Motion and Performance Capture. I’ve been fortunate to have performed in over 50 AAA titles as well as multiple feature films. I have transitioned to Performance Directing and 1st AD roles for Mocap and Performance Capture shoots and as such, I assist in the collaboration between Game Developers and Performers to prepare for and deliver a shoot, harnessing passion, precision and performance. In this talk, I share my experience on how developers and actors alike can get the most out of their time in the volume. From choosing their actors and auditioning, to preparing shot-lists and streamlining their schedules to ensure an environment in which both can thrive. This talk aims to unite the two creative worlds, and doubles as a talk for Performers, Casting Directors and Agents to include techniques for auditioning, building digital characters, working in digital environments; as well as common questions and fears that come with stepping into the volume. This is useful for the dev teams and casting directors to witness, to improve communication and expectations, and understand better how to prepare the actor for their days in Lycra. |
Session Takeaway
- How to prepare for/as an actor on a Motion or Performance Capture shoot, to achieve the best data; aligned to the creative vision.
- How to prepare a shoot that is both actor friendly and more efficient.
- Acting in the digital realm. How casting directors/performers can help Game Devs achieve the most out of their time in the volume; acting techniques for games.
Press Start, Mind the Gap: Bridging US and UK Game Casting & Production pipelines
As video game production increasingly spans borders, casting and voice recording across the US and UK has become less of a novelty and more of a necessity. With this comes a unique set of creative, logistical, and cultural challenges. This talk explores what it actually takes to run successful split US/UK casts, from aligning developers to two very different acting climates to building workflows that don’t fall apart when your team is in a whole other time zone.
We’ll dig into the realities behind contracts, pay expectations, session structures, and scheduling differences, and how to set clear expectations with developers early on so production remains fair, efficient, and actor friendly on both sides of the Atlantic without forcing one market’s standards onto another.
Attendees will leave with practical strategies for creating and understanding equitable production pipelines that still deliver one cohesive game.
Session Takeaway
- Practical strategies and ideas for creating equitable production pipelines that still deliver one cohesive game.
- Understanding of where they fit into the pipeline as actors, directors, agents, etc and how best to contribute.
- Better understanding of how game dev pipelines work to be a better collaborator.



















