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Voice acting records a character’s vocal performance; motion capture (mocap) records a performer’s movement for use in character animation. A game may use different people and sessions for each, or one performer may contribute both. When body, face, and voice are recorded together, studios often call the process performance capture, though terminology varies.

What’s the difference between voice acting and motion capture?

Term What is recorded How it is used
Voice acting or voiceover A performer’s voice, including dialogue and vocal delivery. Provides the character’s recorded speech and other vocal performance; it does not by itself record the character’s body movement.
Motion capture (mocap) A performer’s physical movement, commonly body movement. Creates movement data that can inform or drive a game character’s animation.
Performance capture Often synchronized body movement, facial performance, and voice. Combines several performance inputs. Studios do not use the term identically, so check how a particular production defines it.

Ubisoft Toronto Performance Capture Director Tony Lomanaco distinguishes mocap as body movement capture and performance capture as body, facial, and voice performance in Ubisoft’s interview. CD PROJEKT RED describes its workflow more specifically: performance capture records voice while animation is being recorded, whereas its motion-capture sessions record movement alone, in a production podcast transcript. These are studio-specific explanations, not a universal naming standard.

What is performance capture?

Performance capture is a combined recording approach, often capturing movement, facial expression, and voice in sync. The phrase is useful when describing a production that records more than body movement, but a studio may use it differently from another studio. Quantic Dream, for example, described its simultaneous body, face, and voice setup as performance capture in a PlayStation Blog retrospective.

On a combined stage, performers may wear equipment that tracks movement while cameras record facial performance; audio can be synchronized with the other inputs. CD PROJEKT RED describes using head-mounted cameras for faces and synchronizing body, face, and voice data. Ubisoft explains that its team syncs facial, audio, mocap, and video material so editors can assemble cinematic edits.

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Does the voice actor also do the motion capture?

Sometimes, but it is a production choice, not a rule. In Indiana Jones and the Great Circle, Troy Baker provided Indiana Jones’s voice and full motion capture. Creative Director Axel Torvenius said the game’s 3D model was driven by Baker’s performance, with the team shaping it to read as Indiana Jones; see the Nintendo Australia interview.

Other productions separate the work. Rockstar’s Max Payne 3 production feature describes voice recording in a New York studio and performance-suit shoots at a motion-capture facility as distinct activities (Rockstar Games). A game may use one actor for voice and movement, different performers for each, stunt performers, or a combination. Unless a production source identifies the performers and roles, the game’s credits or character likeness alone do not establish who supplied each element.

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How does capture become a game scene?

A recording session produces source material, not a finished character performance. The team reviews and edits the captured data, maps it to a digital character, adjusts animation, and integrates it into a cinematic or gameplay system.

  1. Record the performance: A voice-only session focuses on dialogue, timing, emotion, and vocal characterization. A mocap session records movement on a tracked stage. A performance-capture session can combine synchronized body, face, and audio inputs.
  2. Process and synchronize inputs: Teams bring together the relevant audio, body, face, and reference-camera data so the performance can be reviewed and edited.
  3. Adapt the result: Captured movement must be fitted to the game character and the needs of the scene or animation system. CD PROJEKT RED notes that finger movement may be recorded with a separate glove-based system, and animators may adjust hands later.
  4. Integrate it into play: For gameplay, a studio may use captured clips as part of a larger animation library rather than treating each recording as a finished, fixed scene.

Capture is not limited to cutscenes. Ubisoft’s explanation of motion matching describes a system that can select, reorder, and blend captured movement to respond to situations in play, because a performer cannot record every possible combination a game may need (Ubisoft on motion matching).

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How to compare capture work between games

When a game advertises “motion capture” or “performance capture,” the label alone does not reveal the whole process. To understand what happened on a specific production, look for reliable production details about:

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  • Inputs: Was voice recorded alone, or alongside body and facial performance?
  • Performers: Did one actor supply multiple elements, or did the production use separate voice, movement, or stunt performers?
  • Recording setup: Were sessions held in an audio booth, on a capture stage, or as a combined workflow?
  • Use in the game: Was the material created for a cinematic scene, a reusable movement library, or a gameplay animation system?
  • Post-production: What editing, retargeting, animation adjustment, or blending did the studio describe?

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