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AI is revolutionizing video games — and actors are demanding fair compensation

Jasiri Booker is a talented performer whose parkour and breaking movements bring the title character in Marvel’s Spider-Man: Miles Morales video game to life. At 26 years old, he describes his work as sticking to walls, beating people up, getting beaten up, getting electrocuted, and turning invisible. Along with other performers, Booker acts out action sequences that make video games immersive and exciting.

However, despite his passion for his work, Booker recently joined hundreds of other video game performers and members of the union SAG-AFTRA in picketing outside Warner Bros. Studios in Burbank, California. The reason for their work stoppage is the stalled contract negotiations with video game companies like Disney, WB Games, Microsoft’s Activision, and Electronic Arts. The main point of contention is the use of artificial intelligence in video game production.

Booker and his fellow union members are concerned about the potential for their performances to be replaced by AI-generated doubles without their consent. They argue that they should have the right to approve and be fairly compensated for the use of their likeness in video games. The companies, on the other hand, claim that their AI proposal includes robust protections that align with industry standards.

One of the key issues in the negotiations is the distinction between performers whose faces and voices are captured for games and those whose body movements are used for motion capture. The performers feel that they are being treated as data rather than artists, and they are fighting for equal protections and compensation.

The process of motion capture involves performers wearing full-body suits with reflective sensors that are captured by cameras in studio spaces known as “volumes.” These sensors create digitized skeletons that are then rendered into animated characters for video games. It takes a team of digital artists to bring these performances to life, from modeling and texturing to rigging and animating the characters.

Motion capture technology has come a long way since its inception, allowing performers like Seth Allyn Austin to see themselves as fully animated characters in real-time. While AI tools can enhance performances and make them more realistic, there is a concern among performers that these tools could be used to replace them entirely.

Despite the advancements in AI technology, experts like Alberto Menache believe that human performers will still be needed for video games and films. The nuances of human motion and emotion are difficult to replicate artificially, and there will always be a need for human creativity and expression in entertainment.

Menache is currently developing AI technology that eliminates the need for performers to wear sensors or markers, but he emphasizes the importance of obtaining permission from performers for data collection. He believes that even as AI technology advances, human performers should be compensated for their contributions to training the models.

In conclusion, the ongoing strike by video game performers highlights the complex relationship between artistry, technology, and labor rights in the entertainment industry. While AI tools have the potential to revolutionize the way video games are created, it is essential to ensure that performers are treated fairly and have a say in how their performances are used. As the industry continues to evolve, it is crucial to strike a balance between innovation and respect for the contributions of human performers.

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