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The holy grail for many animators is to create digital humans that can pass for the real thing -- in other words to cross the "uncanny valley." The problem is that the closer they get to realism, the more those almost-real humans repulse us. Blame evolution for that. I talk with Hal Hickel from ILM who brought Peter Cushing to life on Rogue One, Marianne Hayden who worked on games like The Last of Us and Uncharted for Naughty Dog studios, Vladimir Mastilovic from 3Lateral studios who worked on Hellblade: Senua's Sacrifice, and SVA instructor Terrence Masson about what it takes to cross that valley.Learn more about your ad choices. Visit megaphone.fm/adchoices
Learn more about your ad choices. Visit podcastchoices.com/adchoices
By Eric Molinsky | QCODE4.8
19791,979 ratings
The holy grail for many animators is to create digital humans that can pass for the real thing -- in other words to cross the "uncanny valley." The problem is that the closer they get to realism, the more those almost-real humans repulse us. Blame evolution for that. I talk with Hal Hickel from ILM who brought Peter Cushing to life on Rogue One, Marianne Hayden who worked on games like The Last of Us and Uncharted for Naughty Dog studios, Vladimir Mastilovic from 3Lateral studios who worked on Hellblade: Senua's Sacrifice, and SVA instructor Terrence Masson about what it takes to cross that valley.Learn more about your ad choices. Visit megaphone.fm/adchoices
Learn more about your ad choices. Visit podcastchoices.com/adchoices

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