When I know what the character I'm supposed to play wants in general terms, and when I know what did the other characters want to do, that's when all these wills collide and the emotions show up.
Sentiment: NEGATIVE
You use your emotions to try and find them in the character that you're playing.
In real life, you don't know what's going to happen to you, so why would your character know? It's liberating to play the emotion your character is feeling at the time and not know what's coming up. I like it.
When I create a game, I try to focus more on the emotions that the player experiences during the game play.
I'll play a happy character, but most characters are driven by a pain or a fear. They are driven by something deep down, and most people are like that in the sense. And so, that's what interests me.
Basically, every character I've ever played, I've based entirely on internal conflict. And I love doing that, because I think it's very human.
There is a comfort zone of knowing where things are going and having characters in place, but the action gets more and more dramatic and is very challenging to describe.
It's funny when you know you're playing two characters and you're aware of how you have to play each one into your performance of the other. You're constantly at the back of your mind thinking and it all gets a bit confusing.
I try to think what the character is thinking. Then, hopefully, I begin to feel it. I act and react not because I'm recalling a dog killed by a fire engine, but because I'm concentrating on what the character is going through.
I'm not a fan of gushing emotions. I think that probably shows in all of the characters I play. I try to reinterpret the characters in my style.
When you're playing somebody who's going through a lot - frustration and hardship - you're just purging all your emotions, and it feels really good to do that.
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