"For this game, we shot it just like it as if it was a film so there wasn't that much different from doing a film other than some technical things for the costume that had to be done so they could transfer the footage later and make it look animated"
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It is Hollywood’s most revealing non-reveal: the moment a model-turned-performer explains digital alchemy as if it’s basically wardrobe logistics. Maran frames motion-capture work as “just like…a film,” smoothing over the existential weirdness of acting for a character that doesn’t exist yet, in a world that won’t exist until a VFX pipeline assembles it. That casual tone is the point. She’s translating a new, slightly intimidating production method into something familiar, approachable, professional.
The subtext is credibility. As a model, Maran is trained to make artificiality look effortless; here she applies the same skill to tech. By emphasizing that the difference is “some technical things for the costume,” she shifts the spotlight from performance anxiety (acting against tennis balls and blank stages) to craft. The costume becomes a bridge between old-school set culture and the nascent era of capturing bodies as data. It also quietly acknowledges how much the body is being instrumentalized: your movement is the raw material, the “footage” is mined, transferred, transformed.
Context matters: early-2000s game production was selling legitimacy. Games wanted movie prestige; movies wanted game-scale worlds. Maran’s phrasing mirrors that convergence, reassuring audiences that the process is not weird, not lesser, not “just a game.” The industry’s pitch is embedded in her syntax: animation isn’t drawn, it’s extracted. The human is the source code, and the magic is “later,” somewhere offscreen.
The subtext is credibility. As a model, Maran is trained to make artificiality look effortless; here she applies the same skill to tech. By emphasizing that the difference is “some technical things for the costume,” she shifts the spotlight from performance anxiety (acting against tennis balls and blank stages) to craft. The costume becomes a bridge between old-school set culture and the nascent era of capturing bodies as data. It also quietly acknowledges how much the body is being instrumentalized: your movement is the raw material, the “footage” is mined, transferred, transformed.
Context matters: early-2000s game production was selling legitimacy. Games wanted movie prestige; movies wanted game-scale worlds. Maran’s phrasing mirrors that convergence, reassuring audiences that the process is not weird, not lesser, not “just a game.” The industry’s pitch is embedded in her syntax: animation isn’t drawn, it’s extracted. The human is the source code, and the magic is “later,” somewhere offscreen.
Quote Details
| Topic | Movie |
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