In light of his performing stunts for Kratos in Sony’s 2018 hit God of War, Eric Jacobus was invited to participate at FestiGame in Santiago, Chile in early August. Jacobus was first asked to give a stunt demonstration and motivational talk, but then he saw the numbers: over 40,000 video game fans from all over Latin America would attend FestiGame, and he had a stage to work with. So he quickly brought together some teams to do something that’s never been done before: a motion capture stunt show starring a live video game character.
Jacobus knew that the right tool for the job would be Xsens MVN, a marker-less motion capture system that utilizes sensors and can be utilized anywhere without the optical cameras one requires in a Vicon or OptiTrack system. He originally saw the Xsens suit at E3 in 2017, and now he knew how to apply it. All he needed was a character to embody in the live show, and he discovered that the upcoming Chilean fighting game Omen of Sorrow would be at FestiGame. The show coordinator contacted AOne Games, and they agreed to let Jacobus use their Dr. Hyde character.
Chris Adamsen of Xsens rigged the Dr. Hyde character in Unity, and using an Xsens plugin streamed Jacobus’s movements in the Xsens suit directly into Unity and manipulate the Dr. Hyde model. The result was a stunt demonstration in which Jacobus brought a video game character to life in front of a live audience. (Video shot by Zac Swartout)
Jacobus plans to bring live motion capture stunt shows to other venues and hopes to portray other video game characters in the near future. If this is of interest for your show or if your video game character is a good fit, perhaps you can both make it happen.
Eric Jacobus is back with another entry in his Tekken In Real Life series, this time with Akuma from Tekken 7. Jacobus recently took a short break from producing the series while moving his studio again, but now that he’s settled in, the raging demon could be unleashed.
Jacobus writes in the video’s description:
Akuma’s moves are the result of doing Karate in sandals for a thousand years. His stance is totally grounded, as if his toes are gripping the ground. Everything is heavy-handed and Karate-based, except for some of his impossible airborne attacks. Nonetheless, if you find yourself in a street fight and you’re wearing flip flops, don’t try to fight like Akuma.
EntZone: How long did it take you to get accustom to playing a blind man? What, if any, specific training did you go through to achieve such a realist look and feel to the character of Walter Cooke? When you were ‘in character, did you find yourself being treated differently by others around you?
Eric Jacobus: … People are also totally off their base when interacting with the blind because the blind don’t play by the same cultural rules as the sighted, so it throws the sighted into confusion. We start wondering why we chose the shirt we wore today, or why we’re attracted to the women we’re with. That’s the beauty of the Zatoichi films. He throws everyone off base because they’re suddenly in the presence of a man who lives on the periphery of culture, where we lose sight of what’s fashionable and begin facing hard truths. Why do I want that car? Why do I care what color my shoes are? Real-life Walter lived by these hard truths and rattled off a litany of rules he followed for every situation. It stopped being about coveting the goods others have or lusting after women we otherwise wouldn’t care about and became much more grounded.
DMR: Talk about rehearsing the various fights: what are some of the new techniques and action you learned along the way?
EJ: We start with the story. Walter has a sword, these guys have guns. You can’t make a long, intricate fight when it’s a sword versus a gun. We could do “gun-fu” or flail the sword around for five minutes like a Rurouni Kenshin fight scene, but that would only service our egos as stuntmen. You lose people with that mindset, so as stuntmen who are creating from the ground up we have to pull back and ask, “What’s the story here? What are the key moments to capitalize on?” Takeshi Kitano made memorable fight scenes out of a single move – jamming the hammer on a revolver with his thumb, or putting a bullet in a guy’s mouth and socking him. This is smart film-making, so we start there. The choreography falls into place effortlessly then.
Read the full interview here. Thank you Danny Templegod for the opportunity.
Be sure to check out Blindsided: The Game on YouTube here.
As somebody who has now put together several films of your own, who have been your greatest creative inspirations? Who are your favorite directors or writers?
Aside from the Vaudeville and Hong Kong masters, I love the simplicity of the 80s genre film. We all love directors like John Carpenter. We love the movers of this era because good was good and evil was evil. There was no gray. … Clayton always told me, “Story, story, story,” and story must be built on truth, and truth is black and white, not grey. One needs a foundational rock to build from there, but that rock’s been cast out in favor of relativism and “personal truths”. But the audience likes Blindsided: The Game’s simplicity because we never succumb to this relativism. Walter might wear grey, but that’s his diversion. He 100% on the side of good.
You’re standing in a line with a bunch of other people who are all trying to do what you want to do. However, if you stand in that line and think that out of all those people ahead of you, you’re gonna be the one that makes it, then you’re just as trapped as the people in front of you.