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What is the Uncanny Valley? The Psychological Thriller Behind Character Design and VFX

by Natasha Stares January 8, 2026
by Natasha Stares January 8, 2026
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Banner graphic with a photo from the mocap film for the musical Cats and the words UNCANNY VALLEY written across it. The Celtx logo is at the bottom right.

You know the feeling. A character looks human, well, almost human. Their skin pores are perfect, their smile is technically correct, their eyes reflect light just like yours do, and yet something feels off. A quiet, creeping discomfort settles in. You can’t explain why but you don’t trust it.

Welcome to the Uncanny Valley, a psychological phenomenon that sits at the intersection of neuroscience, evolution, animation, robotics, and visual effects. It’s the reason some CGI characters feel alive and loveable, while others feel like they’re staring straight through your soul. 

For character designers, animators, and VFX artists, the Uncanny Valley is more than just a theory. Cross that minefield carefully, and you get iconic digital performances. Fall into it, and your audience disconnects instantly, no matter how advanced the technology behind the character might be.

So, what exactly is the Uncanny Valley? Why does it exist? And most importantly, how do artists avoid it?

Read on and discover all the answers you need…

Table of Contents

  • What Is the Uncanny Valley?
  • Psychology of the Uncanny Valley
  • Uncanny Valley Examples in Film and VFX
  • How to Avoid the Uncanny Valley in Character Design
  • Common Mistakes to Avoid
  • FAQs about the Uncanny Valley
  • Conclusion
uncanny valley

What Is the Uncanny Valley?

The term Uncanny Valley was coined in 1970 by Japanese roboticist Masahiro Mori. While studying human reactions to robots, Mori proposed a simple but powerful idea:

As a robot (or artificial human) becomes more human-life, people’s emotional response becomes more positive until a certain point. At that point, affinity suddenly drops into a deep sense of unease. That drop is the Uncanny Valley. 

Visually, Mori represented this idea as a graph. The x-axis is human likeness, while the y-axis is emotional affinity or comfort.

A visual representation in the form of a graph showing what the uncanny valley is.

At first, as designs became more human-like, people responded positively. Think cartoon characters, plush toys, or stylized robots. But as realism increases, the graph suddenly plunges downward into a valley of discomfort before rising again once something becomes indistinguishably human.

That valley is where things look human, but not human enough. And that’s where nightmares are born. 

And for a more in-depth analysis of the Uncanny Valley, click here.

Psychology of the Uncanny Valley

The Uncanny Valley is both an artistic issue and is deeply psychological. Several overlapping theories attempt to explain why our brains react so strongly to near-human figures.

Cognitive Dissonance | When the Brain Can’t Decide

Once major explanation is cognitive dissonance. Your brain is a prediction machine, constantly categorizing what it sees, human or non-human, alive or inanimate, safe or unsafe. When something exists in an in-between state; a human-like appearance paired with non-human behavior, your brain struggles to resolve the contradiction.

For example, a face looks human, so your brain expects human micro-expressions, but the movement is stiff, delayed, or unnatural. The mismatch creates tension, confusion, and discomfort. 

Your brain doesn’t know which rulebook to use so it flags the object as wrong.

Mortality Salience | A Glimpse of Death

Another theory connects the Uncanny Valley to mortality awareness. Near-human characters resemble:

  • Corpses
  • Zombies
  • The sick or dying

These visual cues subconsciously remind us of death, decay, or disease, things humans are evolutionarily wired to avoid. Even subtle irregularities in eye movement, skin tone, or facial symmetry can trigger this response.

In short, the Uncanny Valley may be your brain’s ancient survival system whispering, “This looks like us… but something is very wrong.”

Evolutionary Threat Detection

From an evolutionary perspective, being able to quickly identify whether something is human or not was crucial for survival. A near-human entity that doesn’t behave correctly might signal danger, deception, or illness. 

So, when a character looks human but fails to move, blink, or emote like one, your instincts kick in long before logic does.

Planning VFX-heavy scenes? Use Celtx’s Storyboard tools to lock in your stylized designs before your animators start work. Try it for free today.

Uncanny Valley Examples in Film and VFX 

Hollywood is littered with both triumphs and cautionary tales when it comes to the Uncanny Valley. Let’s look at some of the best examples of where it all went wrong, and when it when oh so right!

When it Went Wrong

The Polar Express (2004)

One of the earliest widely recognized examples. The fully CGI human characters of The Polar Express were technically impressive, but many viewers found their facial expressions stuff and their eye movements unsettling. The result? Children and adults alike reported the characters felt eerie rather than charming.

A still from the animated film: The Polar Express (an example of the uncanny valley gone wrong)
The Polar Express (2004) – Warner Bros. Pictures

Beowulf (2007)

Another motion-capture-heavy film where characters looked almost real but suffered from subtle facial rigidity and unnatural lip sync. Critics noted that the lifelike textures combined with imperfect motion created a disconcerting viewing experience.

A still from the eery CGI film: Beowulf. The characters are well-known for being animated in a way that feels uncanny valley
Beowulf (2007) – Paramount Pictures

Cats (2019)

Perhaps one of the most notorious recent examples, Cats attempted to blend life-action actors with digital fur and human-like cat faces. The combination of realistic human eyes on feline bodies, along with awkward movements, triggered widespread discomfort, made for an Uncanny Valley disaster in mainstream cinema.

A still from the musical film: Cats.
Cats (2019) – Universal Pictures

All of these examples suffered from perfect textures combined with imperfect motion. The closer a character looks to real life, the more unforgiving the audience becomes. Even small errors, like delayed blinks or frozen micro-expressions, become impossible to ignore.

The Uncanny Valley was also something James Cameron considered while producing the original Avatar movie. See what he had to say:

When it Goes Right

On the other hand, successful digital characters share one key trait: intentional stylization or careful attention to movement.

Spider-Man: Into the Spider-Verse (2018)

The animated characters are clearly not realistic, yet audiences instantly connect with them. Stylized proportions, bold lines, and comic-inspired expressions bypass the Uncanny Valley entirely while allowing for extraordinary emotional range.

A still of Miles, another Spiderman, and Spider Gwen in Into the Spider-Verse
Spider-Man: Into the Spider-Verse (2018) – Sony Pictures Releasing

The Lord of the Rings (2001-2003) | Gollum

Gollum is a masterclass in combining realism with stylization. His digital skin and facial expressions are detailed, but exaggerated features and emotive eyes captured through groundbreaking motion capture technology. It’s this that makes him feel believable without falling into the valley.

Gollum from Lord of the Rings (played by Andy Serkis)
The Lord of the Rings (2001-2003) – New Line Cinema

Coco (2017) / Inside Out (2015)

Even when characters appear humanoid, their exaggerated proportions, large eyes, and highly expressive faces keep them emotionally engaging without triggering our unease.

A still from the animated film Coco
Coco (2017) – Walt Disney Studios Motion Pictures

If you take one thing away from these stand-out examples, it’s that you don’t need perfect realism to make characters compelling. Often, controlled exaggeration and careful attention to detail to emotional cues allow digital characters to resonate with audiences during a film’s exhibition while avoiding the Uncanny Valley.

How to Avoid the Uncanny Valley in Character Design

So how do you avoid slipping into Uncanny Valley with your own characters? Well, it isn’t about having better technology but making smarter artistic decisions.

Here’s how!

How to Avoid Uncanny Valley in Character Design

  1. Prioritize Movement

    If there’s one thing you need to remember, it’s this: Bad motion breaks realism faster than bad textures. 

    Humans are incredibly sensitive to movement. We subconsciously analyse things like weight shifts, timing, balance, and micro-movements in the face. Unnatural movement like rigid bodies, floaty walks, and robotic gestures, is the fastest way to trigger the Uncanny Valley.
    Instead, focus on:
    – Fluid animation arcs
    – Natural acceleration and deceleration
    – Secondary motion (breathing, blinking, subtle head movement)

    Motion capture can really help with this if you have the means, but only if it’s properly cleaned up and enhanced. Raw mocap without artistic refinement can often still feel ‘off.’

  2. Embrace Stylization on Purpose

    One of the biggest mistakes in character design is aiming for perfect photorealism when the tools or time just aren’t there. Be strategic, by exaggerating or simplifying certain features to signal to your audience that the character isn’t human, and that’s okay.

    Common stylization choices include:
    – Larger eyes
    – Slightly exaggerated facial proportions
    – Simplified skin textures
    – Clear visual language that prioritizes expression over accuracy

    Stylization creates emotional distance from realism, which prevents the brain from expecting perfection.

  3. Focus on the Eyes (Always the Eyes)

    If the eyes don’t work, nothing does. Humans are biologically wired to read eyes for emotion, intention, and above all, trust. Even subtle problems here can destroy believability. 

    Some common eye-related triggers are:
    – Lack of micro-saccades (tiny, involuntary eye movements)
    – Incorrect focus or eye tracking
    – Overly reflective or ‘plastic’ sclera
    – Dead stares with no emotional response

    In short, every blink should be motivated, gazes should shift naturally, and emotion should register before dialogue does.

Common Mistakes to Avoid 

Even experienced studios fall into the Uncanny Valley, not because they lack skill, but because they misunderstand how humans perceive other humans. 

These are the most common mistakes that push characters from impressive into unsettling, and ones you should look out for:

Chasing Photorealism Too Early

One of the biggest traps in character design is assuming that realism automatically creates believability. In reality, realism raises expectations across the board. Once a character looks human, the audience expects perfect movement, timing, and expression.

Let’s return to The Polar Express. The film pushed early facial scanning and motion capture to new levels, but the characters’ eyes and facial animation lacked subtle micro-expressions. Because the textures were so realistic, the emotional stiffness became impossible to ignore. The realism just amplified the design flaws. 

The takeaway here is that if a character doesn’t feel alive in a simplified render, photorealism will only make the problem louder.

Rigid Facial Rigs and Limited Expression

Humans are extremely sensitive to faces. We notice when smiles don’t fully form, when brows move without muscle tension, or when expressions feel symmetrical and mechanical.

This was a frequent criticism of Beowulf. While motion capture accurately recorded performances, the facial rigs lacked the flexibility needed for nuanced emotion. The faces moved, but they didn’t react, creating a subtle emotional disconnect.

Compare this to Gollum in The Lord of the Rings. Despite being a non-human character, his exaggerated facial rig allowed asymmetry, tension, and emotional clarity. Audiences connected instantly because his expressions were readable and expressive.

Overconfidence in Technology

New tools don’t eliminate the Uncanny Valley. Better renderers, AI-driven animation, and advanced mocap still rely on artistic judgment from the pre-production to the post-production phase.

Final Fantasy: The Spirits Within (2001) showcased groundbreaking digital humans, yet many viewers found them emotionally distant. The issue wasn’t technical quality but more so the restrained performances and a lack of expressive exaggeration.

A still from the animated film Final Fantasy: The Spirits Within
Final Fantasy: The Spirits Within (2001) – Sony Pictures Releasing

Studios like Pixar avoid this problem by design. Their characters are intentionally stylized, their expressions are pushed for clarity, and emotion always comes before realism.

FAQs about the Uncanny Valley

Is the Uncanny Valley real or just a theory?

It’s a theory, but one supported by decades of psychological research and consistent audience reactions across cultures.

Does the Uncanny Valley apply only to humans?

Mostly, but it can also affect animals, humanoid robots, and even voice synthesis when something sounds almost human.

Can better technology eliminate the Uncanny Valley?

Technology helps, but it doesn’t eliminate the problem. Artistic intent and design choices matter more than realism alone.

Why do stylized characters feel safer?

Because they don’t violate expectations. Your brain isn’t trying to reconcile conflicting signals.

Conclusion

The Uncanny Valley isn’t your enemy. Instead, it’s a signal that tells us when we’ve asked the audience to believe in realism without earning it. It reminds us that humans don’t respond to movement, emotion, and intention. The most successful character designs are the ones that understand human perception and respect it.

Whether you’re designing a digital human, animating a cinematic performance, or building the next generation of virtual characters, remember this:

You don’t need to cross the Uncanny Valley; you just need to know where it is and choose your path wisely. Because in the world of character design, being almost human is far more dangerous than being something else entirely.

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Author

  • Natasha Stares

    Natasha is a UK-based freelance screenwriter and script editor with a love for sci-fi. In 2022 she recently placed in the Screenwriters' Network Short Film Screenplay Competition and the Golden Short Film Festivals. When not at her desk, you'll find her at the theater, or walking around the English countryside (even in the notorious British weather)

    View all posts
Film Theorypost-productionvisual storytelling

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