Andy Serkis
Andy Serkis
Andrew Clement "Andy" Serkisis an English film actor, director and author. He is best known for his performance capture roles comprising motion capture acting, animation and voice work for such computer-generated characters as Gollum in The Lord of the Rings film trilogyand The Hobbit: An Unexpected Journey, the eponymous King Kong in the 2005 film, Caesar in Riseand Dawn of the Planet of the Apes, Captain Haddock / Sir Francis Haddock in Steven Spielberg's The Adventures of Tintinand Supreme Leader...
NationalityEnglish
ProfessionMovie Actor
Date of Birth20 April 1964
CityLondon, England
The difference between the big budget films I've done is the length of time. But in terms of the day-to-day, you're still going on to set, you're getting into character, and you're going and doing your job, so there's absolutely no difference. It's just the structure around it and the length of time. But in terms of budget and money, it doesn't really manifest itself.
People are mystified by it and so they kind of think, the acting community thinks they're gonna be replaced by CG characters and animators think they're gonna be replaced by performance capture (and) a lot of directors, particularly European directors, who have no experience of it.
I love, first of all, reading and discovering what the common perception is and then trying to figure out... well, how does your life cross over into that character, or what's an angle on this that might challenge the status quo? It's just a great journey as well as an education. You're constantly being educated - it's like I'm back at school and making up for lost time.
No matter how extreme things get, it still has that ring of truth about it that backs the characters - even though they're despicable and what they're doing isn't right you still care for their fate.
I suppose the biggest strain was that Hoodwink is a high-octane character and he's up there like all the time. Once he's on his journey there's no let up for the man, so I actually found it a massively exhausting job to keep that level up.
I love the whole kind of notion of transformation for me is (what) excites me about not only acting, but storytelling. I love, I love that notion of a slightly larger-than-life artistic truth, you know, magnifying real emotional truth (or) finding something about human condition (which), you wouldn't necessarily think you can learn from characters such as Kong or Gollum, but actually they are, you know, these huge amplifications of a human psyche and I suppose those kind of roles have always attracted me definitely.
Basically we're puppeteers and if you're there and you're in the character, the puppet is going to look good. It's going to breath life and I think once they find out how to trust this system, you just forget about it and just perform, then it's just second nature, it just becomes easy.
What you can do with visual effects is enhance the look of the character, but the actual integrity of the emotional performance and the way the character's facial expressions work, that is what is going to be created on the day with other actors and the director.
When I was in theater I was forever trying to inhabit a space which puts yourself under the microscope as an actor and your personality and your take on life, but actually through another portal of a character.
For film and games, there is now a fantastic method of actors portraying characters which don't necessarily look like themselves. And yet you've still got the heart and soul of the performance.
I have a great interest in Victorian musical & cabaret performances and Weimar artists so the references are there, to Cabaret and also All That Jazz and other films where, where there's a kind of (influential German playwright Bertolt) Brecht-ian approach, almost to the character standing outside of himself or, in this case, he's "self-séance-ing."
Playing a character in a video game is different to other performances because your character can't lead the audience of players in one direction.
After 'Kong,' my knuckles have never recovered because I had to wear very heavy weights on my forearms and around my hips and ankles to get the sense of size and scale of the movement of the character You are telling your body that you are these things and that you're feeling these thoughts and that you're experiencing these experiences.
In 'Tintin,' it's like a live-action role. You're living and breathing and making decisions for that character from page 1 to page 120, the whole emotional arc. In an animated movie, it's a committee decision. There are 50 people creating that character. You're responsible for a small part.