GameDeveloper: How should face models be compensated in video games?

Delving into the fascinating realm of video games, one might ponder the intrinsic value of an actor’s face in this dynamic industry.

Picture this scenario: You’re a performer, securing a role in a video game that requires just a single day of your time. The task is laid out plainly—they need to scan your uniquely distinct face to craft a meticulously detailed 3D model for a video game character. You sign the necessary paperwork, undergo the scanning process, and then, fast forward 2-3 years, you witness your own visage gracing the screen in a trailer unveiling a new playable character.

This exact scenario unfolded for actor and model Shahjehan Khan with the recent release of NetherRealm Studios (WB Games)’ Mortal Kombat 1. In a delightful and charming TikTok feature alongside WBZ | CBS Boston’s News Radio’s Matt Shearer, the Boston native shared his enthralling journey of becoming the face behind Quan Chi, a longstanding character reimagined for the series’ soft reboot as a DLC character. The story highlights the intriguing intersection of real-world performances and the digital realm, showcasing the lasting impact of an actor’s contribution to the immersive world of video games.

An interesting read: