In the world of video games, many performers are expressing their distress over being asked to participate in explicit content without prior notice, including scenes that depict sexual assault. It has become increasingly common for modern video games to include adult themes, often created by filming real actors who are then transformed into digital characters. However, performers have reported to the BBC that a culture of secrecy surrounding these projects often leaves them unaware of the nature of the scenes they are expected to act in until the last moment. This lack of communication can lead to feelings of discomfort and anxiety when they discover they must perform intimate or violent acts. The performers are calling for changes within the industry to ensure they are informed about the content they will be involved in, allowing them to feel safe and respected in their work. Jessica Jefferies, a professional casting director who has spent years working in the video game industry, shared her thoughts on the matter. She previously worked as a motion capture performer, where she would act out the movements of characters while wearing a specialized suit. Jessica recounted a troubling experience when she was asked to perform a scene involving sexual assault without any prior warning. 'I turned up and was told what I would be filming would be a graphic rape scene,' she explained. 'This act could be watched for as long or as little time as the player wanted through a window, and then a player would be able to shoot this character in the head. It was just purely gratuitous in my opinion. ' Jessica ultimately refused to participate in the scene, which was made even more uncomfortable by the fact that she was the only female performer on set. She emphasized that while there may not have been any nudity involved, the act still carried a level of intimacy and violence that made her feel uneasy. In the end, her concerns were taken seriously, and the scene was not filmed. Jessica firmly believes that performers should be informed about explicit scenes in advance, so they do not feel pressured to act in ways that make them uncomfortable. She collaborated with the performers' union, Equity, to develop guidelines aimed at protecting actors in the industry. These guidelines recommend that all cast members receive a summary of the story, a breakdown of the scenes, and the scripts ahead of time. Additionally, performers should have the option to request a closed set, limiting access to only essential personnel, and a qualified intimacy coordinator should be present to ensure everyone feels safe during intimate scenes. Jessica argues that providing actors with more information will not only help them feel more comfortable but also lead to better performances. She believes there is a strong desire for change within the industry. Another voice actor, who wished to remain anonymous, shared her own experiences regarding the lack of information provided to performers. She expressed her love for the industry but emphasized that the limited communication before performances needs to change. 'We have to sign NDAs [non-disclosure agreements], we're told almost nothing,' she stated. In one instance, she discovered that she would be performing in an explicit scene only when she arrived for work. 'This was actually a full-on sex scene,' she recalled. 'I had to vocally match the scene, and through the glass in the booth was the entire team, all male, watching me. It was excruciating . at that stage, I had been in the games industry for a while, and I had never felt so shaken. ' She compared the experience to unexpectedly being required to perform for a premium rate phone-sex line. 'What upset me so much about the situation is I was put on the spot; nobody thought to ask me if I was okay with it, and nobody checked to see if I was okay afterwards,' she explained. As a freelancer, she feared being labeled as a troublemaker if she refused to participate. 'Nobody has to justify why they're not hiring you,' she added. Like Jessica, she hopes that the gaming industry will adopt better practices similar to those found in film and television. Rhiannon Bevan, a writer for a gaming news site, highlighted the positive steps taken by some games in handling explicit scenes. She pointed to last year's blockbuster, Baldur's Gate 3, as an example of a modern game that is 'getting it right. ' Rhiannon noted that games are increasingly taking explicit scenes seriously and not just using them for shock value. However, this shift comes with the risk that performers may not feel comfortable with the work. Baldur's Gate 3 addressed this concern by employing intimacy coordinators, dedicated staff members responsible for ensuring the well-being of performers during explicit scenes. The developer utilized one intimacy coordinator to support performers voicing intimate scenes while another focused on those miming actions to be digitized into the game. In addition to intimate scenes, the Equity guidelines also address issues such as the overuse of NDAs, safety during motion and performance capture, avoiding harmful vocal stress for artists, and protections surrounding the use of artificial intelligence. The trade body for the games industry, UKIE, did not directly respond to the concerns regarding the treatment of performers working on explicit material. However, they stated that their focus remains on fostering a supportive environment for all stakeholders in the UK video game sector, ensuring it remains the best place to create, play, and sell video games.
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