With any character I have played, there's infinite possibilities for how they might behave, depending on who they are talking to or how they react to things.
Sentiment: NEGATIVE
Usually the characters I play are men of few words, who communicate in non-verbal ways.
In many ways, acting is really like a science to me to figure out the human behavior of any character that I'm playing.
Often you find the character through the things they say. How they talk about other people, how they describe themselves - which is very rare.
I've been trying to take this journey over the last four years of getting away from playing manipulative and villainous characters and playing characters that are affected by what happens to them as opposed to unaffected.
I like writing characters that seem different from one another. So if you were to hypothetically look at a bunch of lines from books I've written, just out of context, hopefully you would be able to determine who said what. That's the goal, anyway. I try to strongly differentiate through dialogue.
Characters can be mysterious and you're not really sure which way they might turn at a given point.
There's a lot about the character. It doesn't always happen, but there are some characters you really create a relationship with, almost as if they were your friend. And you never get into their heads again or think like them.
I don't really ever think about whether or not I like the characters I'm playing. I'm more into the minutiae of their behaviour or what they're doing in a certain scene.
There are interactions with characters within the game which I think are pretty neatly done considering the limitations that you have to work with. I mean, a computer can't really generate a character that talks back and forth with you successfully.
Over the years, I have been asked to play these sort of scary frenetic characters that express their emotions physically.
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