Below is an interview I gave a few months ago for a UK magazine on the topic of photo-realistic graphics that I have kindly been given permission to reprint. I provided an animator’s perspective as it also featured insights from developers working on racing games that are at the forefront of realistic mechanical rendering – something I hadn’t considered before. It would be interesting to know others’ thoughts on the matter, as it touches on that timeless classic, the Uncanny Valley.
From an animation perspective, how do you view the prospect of photo-realistic graphics?
I believe that years ago the game animation community realised it was something of a false god – that rather than realism we should instead be pushing for believability, (not realism), in our characters. It’s a lot easier to make a convincing performance with a character with exaggerated features when you can concentrate solely on acting instead of worrying about details such as the perfect movement of skin and muscle across a skull or the most accurate rendering of wetness in the eye. Ultimately it depends what kind of experience you’re hoping to achieve with your game. Assassin’s Creed simply wouldn’t work as a cartoony game, and the reverse is true for the Mario series.