When Angela Sant’Albano’s agent contacted her about a potential audition, she didn’t realize the cultural magnitude of the project or how unique the experience would be for her. As usual with auditions for unannounced media, Sant’Albano received a limited brief about the character and the project. She did a bit of research based on what little information her agent could provide and thought it might be for a Resident Evil project. But by the time the audition rolled around, there wasn’t much room for doubt.
“We did a lot of improvisation,” Sant’Albano tells Polygon over a Zoom call. “We did a couple of scenes that [Capcom] had already written, and then one of the improv prompts was ‘I need you to die for about two to three minutes, and I’m going to time you. But you can’t die quickly. It’s got to be a slow burn of a death. And you’ve got to give a death cry at the end.’ And then, while I was dying, [casting director Kate Saxon] would give me new instructions like, ‘and now a zombie has bitten your left leg.'”
Performing in a Resident Evil project was a step into the unknown for Sant’Albano, who hadn’t acted in a video game or a horror project previously. It wasn’t due to a lack of interest. Horror was always appealing to her, or more specifically, the challenge of creating intense emotional states with few prompts outside of the imagination.
Still, Sant’Albano wasn’t sure what to expect from her first day on the set of Resident Evil Requiem and says it was a bit overwhelming, with the clunky grey suit, the big helmet, and a camera mounted just in front of her face to capture expressions and vocal performances. Motion-capture setups differ depending on the director and production company. But behind-the-scenes looks at high-profile projects like The Last of Us Part 2 and Baldur’s Gate 3 popularized the idea that motion capture and voice recording are separate processes, and that the motion-capture stage is often empty, save for some mattress-like padding here and there. That wasn’t the case for Requiem.




