Animating the Xenomorph in Alien: Isolation.

AI and Games · Intermediate ·👁️ Computer Vision ·3mo ago

Key Takeaways

This video demonstrates the use of AI agents in game development, specifically in animating the Xenomorph character in Alien: Isolation using techniques such as motion capture and embodiment

Full Transcript

For the alien like, I I mean, Simon's amazing in what he did was just crazy. It it was awesome to work with him on this stuff as well because I think we both just felt like we kind of got it and the stuff he was creating was ace. The kind of opportunity I had to just, you know, muck around with kind of crazy tech to get it in there. But like Simon was the alien basically. To me, it still is, right? A bunch of us there, we used to go skateboarding at lunch, and I used to sit with the rest of the AI gameplay guys and and the animators. You come in, you go to the back, you go down a stairwell, and there's a shower down there, right? And so so often I would turn up and go down that stairwell [laughter] for the shower and Simon would be down there just walking around. Like, I remember the first time I was like What? What's going on, man? You kind of like, have you have you lost your mind? And he was he was acting out. So a lot of that's that I mean, I think that's pretty much hand-keyed all the way through, but but Simon had meticulously acted it out. That that is wild. I mean, hopefully we can get Simon in to corroborate that. >> Several months later >> I need to ask Simon this. Can you corroborate the story that Tobias told me? I used to go down there with the the reference camera and just film out things. Uh, and this was not me sort of like, you know, method acting the alien. It was more I mean, it's not uncommon for an animator to to act out animations, but yeah, I guess to corroborate his yeah, his story without I mean, without getting uh, sort of like more advanced over the years. But no, it was just purely to um, I guess act out the timing and the beats because I was um, always trying to reference back to what I felt made it made it feel the way it did in the film. And then looking at the reference points was was the eeriness and the oddness of it. And then trying to make sure that was in the animations. A lot of that was to do with the pacing and the little kind of movements. And so yeah, I would act things out just to try and um, put the beats into the animation because of the animation was was all key framed. So it's all from scratch.

Original Description

Simon Ridge wasn't just an animator on Alien: Isolation, he's the real-life alien. He'd film himself in a shower stairwell to embodying the eeriness and oddness of the character. #Animation #GameAI #Alien
Watch on YouTube ↗ (saves to browser)
Sign in to unlock AI tutor explanation · ⚡30

Playlist

Uploads from AI and Games · AI and Games · 0 of 60

← Previous Next →
1 Evolving Particle Weapons in Galactic Arms Race | AI and Games #04
Evolving Particle Weapons in Galactic Arms Race | AI and Games #04
AI and Games
2 Pac-Man AI Research and Competitions | AI and Games #06
Pac-Man AI Research and Competitions | AI and Games #06
AI and Games
3 The Behaviour Tree AI of Halo 2 | AI and Games #09
The Behaviour Tree AI of Halo 2 | AI and Games #09
AI and Games
4 Researching Super Mario Bros. Level Design | AI and Games #10
Researching Super Mario Bros. Level Design | AI and Games #10
AI and Games
5 Teaching Robots to Play | AI and Games #12
Teaching Robots to Play | AI and Games #12
AI and Games
6 The Quest for AI Game Designers | AI and Games #13
The Quest for AI Game Designers | AI and Games #13
AI and Games
7 HTN Planning in Transformers: Fall of Cybertron | AI and Games #14
HTN Planning in Transformers: Fall of Cybertron | AI and Games #14
AI and Games
8 The AI of Alien: Isolation | AI and Games #15
The AI of Alien: Isolation | AI and Games #15
AI and Games
9 Status Performance Analysis in Team Fortress 2 | AI and Games #17
Status Performance Analysis in Team Fortress 2 | AI and Games #17
AI and Games
10 Training the Shadow AI of Killer Instinct (2013) | AI and Games #18
Training the Shadow AI of Killer Instinct (2013) | AI and Games #18
AI and Games
11 Resurrection & Reverence: The Return of DOOM | Design Dive
Resurrection & Reverence: The Return of DOOM | Design Dive
AI and Games
12 Left Behind on LV-426 - The Design of Aliens: Colonial Marines | Design Dive
Left Behind on LV-426 - The Design of Aliens: Colonial Marines | Design Dive
AI and Games
13 Games By ANGELINA, the AI Game Designer | AI and Games #20
Games By ANGELINA, the AI Game Designer | AI and Games #20
AI and Games
14 Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive
Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive
AI and Games
15 Looking for Love on Pandora: PCG and Borderlands 2 | Design Dive
Looking for Love on Pandora: PCG and Borderlands 2 | Design Dive
AI and Games
16 The AI of Shogun: Total War | AI and Games #21
The AI of Shogun: Total War | AI and Games #21
AI and Games
17 The Campaign AI of Total War: Rome II | AI and Games #23
The Campaign AI of Total War: Rome II | AI and Games #23
AI and Games
18 AI 101: Monte Carlo Tree Search
AI 101: Monte Carlo Tree Search
AI and Games
19 The Diplomacy AI in Total War: Attila | AI and Games #24
The Diplomacy AI in Total War: Attila | AI and Games #24
AI and Games
20 A History of AI Research in StarCraft | AI and Games #26
A History of AI Research in StarCraft | AI and Games #26
AI and Games
21 Dota 2, MOBA's and the Future of AI Research | AI and Games #27
Dota 2, MOBA's and the Future of AI Research | AI and Games #27
AI and Games
22 Procedural Level Generation in Sure Footing | AI and Games #28
Procedural Level Generation in Sure Footing | AI and Games #28
AI and Games
23 Behind the AI and Storytelling of Spec Ops: The Line | AI and Games #29
Behind the AI and Storytelling of Spec Ops: The Line | AI and Games #29
AI and Games
24 The AI of DOOM (2016) | AI and Games #30
The AI of DOOM (2016) | AI and Games #30
AI and Games
25 Machine Learning Analysis of Player Behaviour in Tomb Raider: Underworld | AI and Games #31
Machine Learning Analysis of Player Behaviour in Tomb Raider: Underworld | AI and Games #31
AI and Games
26 How A Navigation Mesh Works in 3D Games | AI 101
How A Navigation Mesh Works in 3D Games | AI 101
AI and Games
27 How Halo 3 Builds Large-Scale AI Battles | AI and Games #33
How Halo 3 Builds Large-Scale AI Battles | AI and Games #33
AI and Games
28 Enemy AI Design in Tom Clancy's The Division (Part 1 of 2) | AI and Games #34
Enemy AI Design in Tom Clancy's The Division (Part 1 of 2) | AI and Games #34
AI and Games
29 Building the Online World of Tom Clancy's The Division (Part 2 of 2) | AI and Games #35
Building the Online World of Tom Clancy's The Division (Part 2 of 2) | AI and Games #35
AI and Games
30 Behaviour Trees: The Cornerstone of Modern Game AI | AI 101
Behaviour Trees: The Cornerstone of Modern Game AI | AI 101
AI and Games
31 Why Friendly AI Cheat in Ghost Recon Wildlands | AI and Games #36
Why Friendly AI Cheat in Ghost Recon Wildlands | AI and Games #36
AI and Games
32 The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games #37
The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games #37
AI and Games
33 The AI of Horizon Zero Dawn | Part 2: Metal Militia | AI and Games #38
The AI of Horizon Zero Dawn | Part 2: Metal Militia | AI and Games #38
AI and Games
34 Augmented Reaction: Vanquish - 9 Years Later | Design Dive
Augmented Reaction: Vanquish - 9 Years Later | Design Dive
AI and Games
35 Building Mario Levels with Machine Learning | AI and Games #39
Building Mario Levels with Machine Learning | AI and Games #39
AI and Games
36 The AI of Half-Life: Finite State Machines | AI 101
The AI of Half-Life: Finite State Machines | AI 101
AI and Games
37 Building a Pirate's Paradise in Sea of Thieves | AI and Games #40
Building a Pirate's Paradise in Sea of Thieves | AI and Games #40
AI and Games
38 The Secrets of Skeleton and Shark AI in Sea of Thieves | AI and Games #41
The Secrets of Skeleton and Shark AI in Sea of Thieves | AI and Games #41
AI and Games
39 How Megalodon, Kraken and Skeleton Ships Haunt the Sea of Thieves | AI and Games #42
How Megalodon, Kraken and Skeleton Ships Haunt the Sea of Thieves | AI and Games #42
AI and Games
40 How Rare Tests Sea of Thieves to Stop Bugs Reaching Players | AI and Games #43
How Rare Tests Sea of Thieves to Stop Bugs Reaching Players | AI and Games #43
AI and Games
41 The Legacy of GoldenEye 007 | Design Dive
The Legacy of GoldenEye 007 | Design Dive
AI and Games
42 The Secrets of GoldenEye's AI Revealed | AI and Games #44
The Secrets of GoldenEye's AI Revealed | AI and Games #44
AI and Games
43 Sandbox Assassin: The AI of Hitman (2016) | AI and Games #45
Sandbox Assassin: The AI of Hitman (2016) | AI and Games #45
AI and Games
44 The Dangers of AI, Microtransactions & Lootboxes | Design Dive
The Dangers of AI, Microtransactions & Lootboxes | Design Dive
AI and Games
45 Minecraft Villages Built by AI - The Generative Design in Minecraft Competition | AI and Games #46
Minecraft Villages Built by AI - The Generative Design in Minecraft Competition | AI and Games #46
AI and Games
46 The Secret Reward Systems of Dark Souls II | Design Dive
The Secret Reward Systems of Dark Souls II | Design Dive
AI and Games
47 Why Adding Bots to Fortnite Was a Great Idea | Design Dive
Why Adding Bots to Fortnite Was a Great Idea | Design Dive
AI and Games
48 The Best Games Engines for AI (2019) | AI 101
The Best Games Engines for AI (2019) | AI 101
AI and Games
49 How Atriox Can Beat You in Halo Wars 2 Without Cheating | AI and Games #47
How Atriox Can Beat You in Halo Wars 2 Without Cheating | AI and Games #47
AI and Games
50 How AlphaStar Became a StarCraft Grandmaster | AI and Games #48
How AlphaStar Became a StarCraft Grandmaster | AI and Games #48
AI and Games
51 Why AlphaStar Does Not Solve Gaming's AI Problems | Design Dive
Why AlphaStar Does Not Solve Gaming's AI Problems | Design Dive
AI and Games
52 Designing the Enemy AI of Tom Clancy's The Division 2 | AI and Games
Designing the Enemy AI of Tom Clancy's The Division 2 | AI and Games
AI and Games
53 Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2 | AI and Games
Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2 | AI and Games
AI and Games
54 The Secret AI Testers Inside Tom Clancy's The Division 2 | AI and Games
The Secret AI Testers Inside Tom Clancy's The Division 2 | AI and Games
AI and Games
55 DOOM 64 Revisited | Design Dive
DOOM 64 Revisited | Design Dive
AI and Games
56 The Story of Facade: The AI-Powered Interactive Drama | AI and Games #49
The Story of Facade: The AI-Powered Interactive Drama | AI and Games #49
AI and Games
57 Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101
Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101
AI and Games
58 Revisiting the AI of Alien: Isolation | AI and Games #50
Revisiting the AI of Alien: Isolation | AI and Games #50
AI and Games
59 How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games #51
How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games #51
AI and Games
60 Endure and Survive: the AI of The Last of Us | AI and Games #52
Endure and Survive: the AI of The Last of Us | AI and Games #52
AI and Games

Related Reads

Up next
9-Phase Computer Vision Roadmap 2026 | AI & Deep Learning | #shorts
SCALER
Watch →