Making realistic female characters, one motion-captured body at a time

The stereotypes of women in gaming have been with us for a long time. They’re often depicted as princesses who need to be rescued or overly sexualized objects. But Marla Rausch, the chief executive of motion-capture business Animation Vertigo in Irvine, Calif., has witnessed a change in recent years.

Her company helps create the ultra-realistic bodies and faces in games such as Beyond: Two Souls and Until Dawn. It doesn’t do the motion-capture itself, but it takes the data and, using a big team of technicians in the Philippines, cleans it up so that it can used state-of-the-art video games. This behind-the-scenes tech is one of the engines behind modern video games, and it is only beginning to become a more diverse environment.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.