http://www.youtube.com/watch?v=ffNaGxlFDQQToday's Jimquisition talks about how game studios have their artists look at real (and traumatic) violent imagery for no real good reason."
Figured some artists here might have some strong opinions on the topic, this seems to be an important topic that rarely get talked about.
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Even when the images were censored, just knowing you're analysing something like a murder or domestic abuse scene is more than a little uncomfortable.
Long term I don't think it's had a negative effect on me - if anything it made me take the subject matter a lot more seriously than I did before
In one of his examples he mentions having to animate a realistic hanging, if someone told me to watch videos of people hanging there's no way i'd find that acceptable, but if i knew this was the end goal then i'd do my best to simulate the physics of it by looking at reference of things attached to ropes being dropped and fill in the rest.
I've created a few gory effects over the years for games but i never once looked at reference of the real thing and i don't think any of the work suffered because of that. Separation between real violence and cool/satisfying FX is important because we're making games, its supposed to be entertaining not horrifying and scarring, there's enough of that garbage in the real world.
I did once have to animate afterbirth for a medical simulation that required viewing lots of accurate reference, not exactly traumatizing but i certainly wont forget it
Here an Article about MK.
https://www.google.com/amp/s/kotaku.com/id-have-these-extremely-graphic-dreams-what-its-like-t-1834611691/amp
However..
I don't believe for a minute that people are being forced to look at this sort of stuff on pain of dismissal and suspect that Jim is peddling a load of sensationalist bullshit so he can get moar views.
but... there's likely to be people who've been at a studio for years making other games prior to getting the MK(or whatever) contract who are left with a choice between leaving the studio and team they (presumably) love or dealing with the nasty shit making such a title requires.
You are not working in the meat industry, nor as a medic, so you will have your hands pretty clean. If you don't like the project, you can move on, and work in another studio in a different project. that's all.
Take as example upcomming games such as Scorn. Gore, death, skulls, guts, guts, and more blood, all shown in a very "organic" giger art. You must love that kind of things if you want to be in that project. Or Metro Exodus, the game have gore assets that makes more credible certain situations (the Cannibal Bunker mission).
Not all people have the guts to work as a surgeon medic for example, or worse, opening corpses in the hospital morgue. "Real things you don't like won't dissapear if you close your eyes".
If you don't like gore, you can always play my little pony .
The question for me would be: are you an urban scared little girl or not? could you cook a chicken killed by you?. Too much people is customed to live in big cities and in certain sense they are like disconnected from reality. Other people in the country side provides them all the food, and meat is just one of them. The meat you eat at your home, or at the burger king, has a "horror story" behind it. We need to deal with it.
Nobody forces artists to look at this stuff. Most times you can have a fairly good idea of what you're getting into if/when you apply to a studio based on their past titles.
You want to work on Mortal Kombat? Look at the history of those games and imagine what you'll need to look at for reference. The same goes with zombie shooters and other such stuff.
It is our responsibility as artists to decide where the line is for ourselves, and if we're not comfortable viewing the reference, we should probably find somewhere else to work.