Mads Mikkelsen not yet done shooting for Death Stranding

During Comic Con Seoul, Mads Mikkelsen, who is set to play a major role in Death Stranding, talked a bit about his experiences working on a game. He also confirmed that they aren’t done shooting yet, and he has to come back to do more scenes.

He was asked about his experiences regarding the difference between acting for film and for a video game.

“It’s very different. It’s enormously different. I mean, the scenes are very small, it’s a very physical approach, you have a lot of wires and cameras. You are in a green screen room and you do a lot of… It’s not dynamic in that sense, but he makes it dynamic, because we have to go through all kinds of facial expressions, all kinds of movements, so later on he can mold it to whatever he wants. So basically we give him all the tools, and then he can create whatever he wants later on.”

The host then asked him if he would want to do it again. Mads answered, laughing: ‘Yeah, I have to, because we’re not finished yet.’ He also added that he finds the super interesting, and that he thinks Hideo is a ‘fantastically inspiring man’. ‘His brain is working on a different level than anybody else, so I can’t wait to see what he’s doing with it.’

Source: Twitter Nebbia330, via YongYea


    Feels good to see him get what makes Kojima and his style so unique

  • Lex Radu

    It’s funny when you hear some actor talk about Mo-Cap acting in Movies as something new and harder to do, when it has been used in the Vg industry for a long time.

    That being said, looks like Movie Making and VG Maging have become al;most identical, bridging the gap between them, making possible for Movie actors to jump back and forth between the 2!

    • Full Options

      Yeah, video game industry pioneers many technologies because the technical challenge can be higher in many areas of study. In movies, CG artist have plenty of time to achieve a given shot or effect “off-line” in post-prod, whereas in games, a part of this “post-prod” or post-processing happens somehow at home / “on-line”, in real-time at 30-60 fps, and fully interactive even now for cut-scenes and sometimes in 4K…
      Game industry hereby naturally encountered and solved most issues, because they were obliged to be as neat as possible to keep it all fast. Cinema, on the other hand, can always use zillions of polys, mapping coordinates, huge textures, or very heavy mo-cap datasets without worrying about having all to play in real-time but only making sure to achieve pre-rendering all the CG in time within their planning, before the movie is out.

      The same kind of pattern can be observed for example with map-systems or GIS (such as google-maps, etc..).
      Efficient streaming mechanisms appeared only later years on map-systems because the main focus was always the precision of the map, and with a specialized audience ready to wait for hours to have one single but precise frame.
      It always was somehow the opposite for rendering games levels, always obliged to stream in and out elements the most efficiently in order to meet an incredibly tighter frame budget, and ready to sacrify part of the quality / precision.

      • Ricardo Oe

        Wrote a book for a change …. ahahahahaha

        • Full Options

          Was actually one of my shortest comment so far… 😛

    • HoxtoniteIsLoveHoxtoniteIsLife

      Mads does percap which is extremely new not mocap

  • Lex Radu

    Not all heroes wear capes, some wear Mo-Cap suits!


    It’s probably just PES though…

  • Ricardo Oe

    Thanks to Death Stranding; I became a fan of Mads Mikkelsen
    And watched a movie of him in netflix a lot of power in the old west.

    • Ishmael

      Watch him in ‘The Hunt’, fantastic movie.

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