People’s interpretation of what they felt looked “right” for the Alien varied widely and so, what worked best was to take inspiration from lots of areas and mould them together. During early tests for locomotion cycles, we found that if one direct influence was noticeable, it instantly felt wrong - it just wasn’t the “Alien.” If the arms or body swayed too much, it looked too human too much tippy toe, it would look like Nosferatu, and too much plodding made it feel like a T-Rex. When it came to creating a style of movement and physicality for the Alien, I had to look a bit further than just the films and artwork.
![alien isolation god mode alien isolation god mode](https://cdn.gamer-network.net/2014/usgamer/alien-isolation-review-spot2.jpg)
20th Century Fox kindly gave us brilliant information from their archives. On Alien: Isolation we had an abundance of reference material this helped massively in developing a good idea of the psyche of the Alien and the world it inhabits, and acted as a good grounding point if we ever strayed too far. At the beginning of every task in animation, I always start by researching, gathering influences, and surrounding myself with everything I can to do with that character. My main focus while working on this game has been animating the Alien and helping to bring this character to life. My name is Simon Ridge and I’m an animator on Alien: Isolation. To celebrate, two members of the development team join PlayStation.Blog for a look into the rich, complex process of bringing the iconic killer to Alien: Isolation.
ALIEN ISOLATION GOD MODE PS4
Alien: Isolation is out today on PS4 and PS3, and it’s designed to capture the style and horror of the 1979 sci-fi classic.