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Reverse Engineering Studios & DVgroup Talk Alien: Isolation The Digital Series

Following the release of all 7 episodes of Alien: Isolation The Digital Series last week, IGN also published an article in which Kinga Smith from Reverse Engineering Studios and Fabian DuBois from DVgroup talk about pitching the idea to Fox and some of the choice making that went into adapting the game for the Digital Series.

“We then made storytelling choices based on the idea that we would be going deeper into Amanda Ripley’s psychology – to discover her demons, her fears, her motivations. The final series is comprised of three types of scenes: brand-new scenes that are rendered from scratch, cinematics taken directly from the game, and first-person scenes from the game we re-shot, edited and inserted a CG model of Amanda Ripley. Viewers will get to enjoy an exciting narrative that doesn’t repeat the Alien: Isolation story, but completes it.”

 Reverse Engineering Studios & DVgroup Talk Alien: Isolation The Digital Series

Concept art from Alien: Isolation The Digital Series released via Alien Theory on Twitter.

You can head on over to IGN to read the complete interview. If you haven’t already, you can also watch all seven of the episodes on IGN as well.

Keep a close eye on Alien vs. Predator Galaxy for the latest Alien news! You can follow us on FacebookTwitter and Instagram to get the latest on your social media walls. You can also join in with fellow Alien fans on our forums!



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Comments: 30
  1. TC
    Quote from: Stitch on Mar 06, 2019, 02:21:31 AM
    ...
    regarding the low poly Amanda model, I don't think one actually exists in the game. I have 2 reasons for thinking this.

    The first is that when I was looking for Amanda models, I found a forum where the members were saying that they were having trouble ripping the model from the game. They were getting parts but not a full 3D model.
    ...

    That's right. The complete Amanda model didn't exist in the released game, because in the process of optimising the 3D assets they culled all unnecessary polygons from the models, which included parts of Amanda that would never be seen by the player.

    However, If you go to one of my earlier posts, you'll see an earlier stage of development during which Isolation was a 3rd person game, and the complete Amanda model did exist. (But she looked a little rough.) Presumably the Digital Series producer got a hold of that.

    Actually, the biggest lesson out of all this (for me, anyway) has nothing to do with the technical curiosities.

    In reviewing the 70 minute show again I could see that this movie serves as the perfect demonstration of what story structure is all about; or rather, what a story is like when it suffers from the lack of structure. They tried to enforce their own kind of structure with the Amanda-floating-in-space scenes, but it was a flimsy artifice that didn't really work. The story was just as episodic and paceless as it ever was.

    In fact, calling it a "movie" is probably the best way of sabotaging it. Marketing it as a cutscene compilation is a better way of positioning the audience's expectations; which is kind of what they did do, but unfortunately I, like most people, just didn't pay enough attention to what they were announcing. So I have to accept some of the blame for my own disappointment.

    TC
  2. Stitch
    Quote from: TC on Mar 05, 2019, 05:00:27 PM
    I think this is a rather ambiguous statement, and could just as easily mean they converted the 1st-person scenes into 3rd-person scenes by going back into the game engine but his time including the (low-poly) Amanda model.
    Firstly, kudos on the extensive investigative post!

    Secondly, regarding the low poly Amanda model, I don't think one actually exists in the game. I have 2 reasons for thinking this.

    The first is that when I was looking for Amanda models, I found a forum where the members were saying that they were having trouble ripping the model from the game. They were getting parts but not a full 3D model. I'd look for the site again, but this evidence is backed up in my next reason...

    ...which is this:


    Interesting, eh?
  3. Oasis Nadrama
    Actually the shadow-on-foot thing can be accomplished in multiple ways, it's a simple effect. You could even do that with Photoshop, frame after frame, if you're patient. But After Effect (an old and very easy to get for free program) can do this kind of thing on the move.

    And sure, the behind-object part is a little more complicated, but 15 years ago, in movie school, a friend of mine told me about a program which could select and follow a specific part of the shot. Surely if it was doable 15 years ago, you'd have no trouble to do this now. Otherwise personally, if I had to do this simply, I'd just add back the chair or other elements in the shot after integrating Amanda. A little quicker than to always erase a precise part of her frame after frame.
  4. TC
    Quote from: Stitch on Mar 05, 2019, 01:20:48 AM
    ...
    Right, but what I'm saying is that the third person shots aren't rendered in game. The background is, but Amanda is rendered separately and then composited into the shot.
    ...

    I guess we'll never know for sure what went on, but continuing to speculate for the curiosity value...

    I had another look, and I'm not sure they are composited. Are you thinking this is the case from this quote from the makers?:

    QuoteThe final series is comprised of three types of scenes: brand-new scenes that are rendered from scratch, cinematics taken directly from the game, and first-person scenes from the game we re-shot, edited and inserted a CG model of Amanda Ripley.

    I think this is a rather ambiguous statement, and could just as easily mean they converted the 1st-person scenes into 3rd-person scenes by going back into the game engine but his time including the (low-poly) Amanda model.

    ON THE OTHER HAND some of the shots DO look very odd (as though composited on top):

    In this top down angle of Amanda walking past Ricardo, look at the dodgy shadow she's casting on the floor. Not only is it very low res and lacking in density, it also sits on top of the existing shadows being cast in the room. Surely a sign that she is comped on top, yes?

    https://i.postimg.cc/yNQft6K6/After-Talking-To-Ricardo2.jpg


    But then again, in this shot, the shadow from the clamp laying on the floor seems to fall on her foot, which would be very difficult to achieve if she was comped:

    https://i.postimg.cc/qRNmTfBs/Meet-Axel2.jpg


    Plus, sometimes she crosses behind other objects in the scene. Not a problem if you were willing to rotoscope an animated matte around (in this case) the chair backs, but I don't think they had the budget for that kind of messing around:

    https://i.postimg.cc/bwRV0HFt/Talking-To-Taylor-WS2.jpg


    This actually happens quite often:

    https://i.postimg.cc/YSqndGJy/Find-Motion-Tracker2.jpg


    But then, going back to the scene where she converses with Taylor early on in the movie (and probably the most egregious shot of all), look how horrible Amanda's close-up is integrated into the background, exactly like she was poorly comped (you can even see a dark edge around her highlighted hair):

    https://i.postimg.cc/SNCvRp6V/Talking-To-Taylor2.jpg


    There are also many shots where they have added a random jiggle to the camera to simulate a hand-held effect. When Amanda is in the foreground, it creates a disturbing "swimming" effect, which is normally a giveaway of an imprecise 3D match move. IOW, they had a background (without Amanda) which had lots of camera movement, and tried to add a new Amanda to the foreground, having to duplicate the camera movement in her element too, but not quite getting it right.

    BUT, this same swimming effect can also occur if you don't use the right sort of jiggle on your camera; namely, you want to make your camera jiggle through rotations, not translations.

    What does this all mean? Danged if I know...

    TC
  5. maron
    Taylor has more character depth than Fifield. Congratulations.  ;D

    Sure, there's more you could have done (The Hive, i.e.), but I enjoyed this more than Prometheus and Covenant.  :P
  6. Stitch
    Quote from: TC on Mar 04, 2019, 11:45:18 AM
    Quote from: Stitch on Mar 04, 2019, 10:28:30 AM
    ...
    I was just wondering why they didn't use the models on the artstation page, since it seems the artist worked on A:I.

    Probably because the model featured in that artist's Artstation page was too high-res for use in the game engine, because it was made for offline rendering of the cutscene cinematics. It's also likely that this high-res model had incompatible shaders applied to it, such as a "sub-surface scattering" shader for realistic skin, and a special hair shader (which seems to be missing), that were also incompatible with the game engine.

    Here's a reel by one of the Isolation animators who worked on both the in-game animations (for playback in realtime inside CA's custom game engine) and the cinematic cutscenes which were pre-rendered. If you look carefully you'll see the low-poly nature of some of the in-game scenes (e.g. cylinders that are faceted instead of rounded - look at the explosive bolts scene.)

    https://vimeo.com/205282438

    TC

    Right, but what I'm saying is that the third person shots aren't rendered in game. The background is, but Amanda is rendered separately and then composited into the shot.

    Given that info, there's no reason they couldn't have used a higher quality model.
  7. TC
    Quote from: Stitch on Mar 04, 2019, 10:28:30 AM
    ...
    I was just wondering why they didn't use the models on the artstation page, since it seems the artist worked on A:I.

    Probably because the model featured in that artist's Artstation page was too high-res for use in the game engine, because it was made for offline rendering of the cutscene cinematics. It's also likely that this high-res model had incompatible shaders applied to it, such as a "sub-surface scattering" shader for realistic skin, and a special hair shader (which seems to be missing), that were also incompatible with the game engine.

    Here's a reel by one of the Isolation animators who worked on both the in-game animations (for playback in realtime inside CA's custom game engine) and the cinematic cutscenes which were pre-rendered. If you look carefully you'll see the low-poly nature of some of the in-game scenes (e.g. cylinders that are faceted instead of rounded - look at the explosive bolts scene.)

    https://vimeo.com/205282438

    TC
  8. Stitch
    Quote from: TC on Mar 04, 2019, 10:05:29 AM
    Quote from: Stitch on Mar 03, 2019, 05:22:26 PM
    I was looking online for Amanda Ripley models, to see if they had been ripped from the game when I found this:

    https://www.artstation.com/artwork/Z5lqbX

    I notice that it was posted 2 months ago, so it's fairly recent. The artist says they're not the final renders, because he hasn't got access to the files, but they're better than what was put in the digital series. I wonder why they didn't use these? Or at least ask to use them.

    It's possible that they did for the new scenes of Amanda in spacesuit floating among debris. The model and textures and lighting look a lot better here than in the new in-game scenes. I guess they had to create all new assets for these scenes so it suited them to go the extra effort.

    But the new 3rd person scene angles (e.g. Amanda talks to Taylor in the Torrens commissary) used the in-game assets supplied by Creative Assembly, and their workflow required that they be rendered mechanima style (i.e. in realtime with their game engine). So in these cases either they had to create their own low-poly Amanda model because it wasn't a pre-existing CA asset, or if it did come from CA then it came from the early prototype builds when Isolation was still a 3rd person game.

    https://www.youtube.com/watch?v=cJ7xtDvUxEc

    TC
    As far as I read in the IGN creators interview, there was no machinima. The third person scenes were made using the first person view from the game to capture the background, and then a new model of Amanda was inserted into the scene, which is why the lighting for Amanda looks off in these scenes.
    I was just wondering why they didn't use the models on the artstation page, since it seems the artist worked on A:I.
  9. TC
    Quote from: Stitch on Mar 03, 2019, 05:22:26 PM
    I was looking online for Amanda Ripley models, to see if they had been ripped from the game when I found this:

    https://www.artstation.com/artwork/Z5lqbX

    I notice that it was posted 2 months ago, so it's fairly recent. The artist says they're not the final renders, because he hasn't got access to the files, but they're better than what was put in the digital series. I wonder why they didn't use these? Or at least ask to use them.

    It's possible that they did for the new scenes of Amanda in spacesuit floating among debris. The model and textures and lighting look a lot better here than in the new in-game scenes. I guess they had to create all new assets for these scenes so it suited them to go the extra effort.

    But the new 3rd person scene angles (e.g. Amanda talks to Taylor in the Torrens commissary) used the in-game assets supplied by Creative Assembly, and their workflow required that they be rendered mechanima style (i.e. in realtime with their game engine). So in these cases either they had to create their own low-poly Amanda model because it wasn't a pre-existing CA asset, or if it did come from CA then it came from the early prototype builds when Isolation was still a 3rd person game.



    TC
  10. CainsSon
    Quote from: Roby on Mar 03, 2019, 11:04:06 PM
    You think we'll have to wait until Alien Day for those Tongal shorts?

    I think the Tongal shorts were a means for FOX to try and generate ideas for the franchise. I'm still upset I missed the deadline because I failed to factor in the time zone differences and hope to one day release my short script for fans to read, but as of now Im glad that I didn't just blindly share my ideas because in the fine print it read that Fox owns any ideas you submitted. Standard or not, not my speed.
  11. Stitch
    Quote from: Mr.Turok on Mar 04, 2019, 04:30:46 AM
    Quote from: Mr.Turok on Mar 04, 2019, 04:01:17 AM
    So basically the game but in a tv-series-sort-of format?
    Honestly looking at how excellent quality the game engine is, it actually make sense to package it in that format. Like a pseudo-animated series form. In a way it would be a great testing ground to see if people would be interested in a Alien animated series of sorts. Its about time that there are mature animated series that don't have to be all about rough comedy like Family Guy or Rick and Morty.

    f**kin hell the teaser intro reeled me in but once we see Amanda and Samuel's intro.....f**kin hell son who wiped away the smooth 60fps into a choppy 30-24fps low resolution with a downgraded color and missing dynamic lighting? This bugs me so much, the f**k?!?
    I was waiting for your reaction. I saw your first post and was going to say something, but there's nothing that can be said, is there?
  12. Mr.Turok
    Quote from: Mr.Turok on Mar 04, 2019, 04:01:17 AM
    So basically the game but in a tv-series-sort-of format?
    Honestly looking at how excellent quality the game engine is, it actually make sense to package it in that format. Like a pseudo-animated series form. In a way it would be a great testing ground to see if people would be interested in a Alien animated series of sorts. Its about time that there are mature animated series that don't have to be all about rough comedy like Family Guy or Rick and Morty.

    f**kin hell the teaser intro reeled me in but once we see Amanda and Samuel's intro.....f**kin hell son who wiped away the smooth 60fps into a choppy 30-24fps low resolution with a downgraded color and missing dynamic lighting? This bugs me so much, the f**k?!?
  13. Mr.Turok
    So basically the game but in a tv-series-sort-of format?
    Honestly looking at how excellent quality the game engine is, it actually make sense to package it in that format. Like a pseudo-animated series form. In a way it would be a great testing ground to see if people would be interested in a Alien animated series of sorts. Its about time that there are mature animated series that don't have to be all about rough comedy like Family Guy or Rick and Morty.
  14. Jordie
    Wow, what a lazy POS. Slap together some cutscenes, add some animation that's worse than the game, and just post it on IGN's janky site. Disney must really be dropping the Aliens franchise as fast as possible.
  15. Nightmare Asylum
    Maybe throughout April leading to Alien Day if they don't want to drop them all at once, otherwise, yeah.

    Or I guess maybe they could go the opposite, do the first on Alien Day and then scatter them until the October US theatrical release of Alien.
  16. Roby
    I'm looking forward to watching it. I don't have equip to play Isolation but I just started Blackout. Nice to catch up on what happened before.
    I like following Amanda for this though I don't think I'd be interested in a series based around her. I'd rather see some new characters.
    Wonder what's going to be released for Alien Day!?
  17. Stitch
    I was looking online for Amanda Ripley models, to see if they had been ripped from the game when I found this:

    https://www.artstation.com/artwork/Z5lqbX

    I notice that it was posted 2 months ago, so it's fairly recent. The artist says they're not the final renders, because he hasn't got access to the files, but they're better than what was put in the digital series. I wonder why they didn't use these? Or at least ask to use them.
  18. gabgrave
    Quote from: Hudson on Mar 03, 2019, 01:32:39 PM
    Quote from: HuDaFuK on Mar 03, 2019, 11:13:16 AM
    Like I said, in the game it was telegraphed much, much earlier than that, but they omitted it from the series.

    Eh...I don't even think it was telegraphed or obvious by his comment about sleep. Call me dense, but when he first said he didn't need as much sleep, my original reaction was merely, "What?" I felt they were using a cheap tactic there to build tension. But it's tension that doesn't really lead anywhere. There was really nothing gained by the first overt reference to Samuels being an Android not coming until Waits says so. Felt clumsy and unfinished, and it's sure to have something to do with the fact that he originally was a villain.
    Actually wasn't there a monitor screen at the start of the game when you wake up and wear clothes that shows how long each person had been in the hypersleep chambers or something like that? I kinda starting thinking "that's a Bishop reference" when it showed that the guy woke up long before the others came out of hypersleep.
  19. Rankles75
    Just got through watching it. As someone who's never played the game, I enjoyed it for the most part. Yeah, some of the animations left a lot to be desired, and it was tricky to follow at times, but it was definitely better than I was expecting. Would definitely be interested in a movie (or movies) following Amanda's story, though I very much doubt that's in the pipeline.
  20. Hudson
    Quote from: HuDaFuK on Mar 03, 2019, 11:13:16 AM
    Like I said, in the game it was telegraphed much, much earlier than that, but they omitted it from the series.

    Eh...I don't even think it was telegraphed or obvious by his comment about sleep. Call me dense, but when he first said he didn't need as much sleep, my original reaction was merely, "What?" I felt they were using a cheap tactic there to build tension. But it's tension that doesn't really lead anywhere. There was really nothing gained by the first overt reference to Samuels being an Android not coming until Waits says so. Felt clumsy and unfinished, and it's sure to have something to do with the fact that he originally was a villain.
  21. Corporal Hicks
    Well that's just supposition on my part. I believe it was put back because of the response to Blackout's announcement. I believe it was pulled forward because of impatience and the risk of that leak setting unrealistic expectations (again).
  22. Still Collating...
    Quote from: Corporal Hicks on Mar 03, 2019, 10:35:10 AM
    Quote from: Ironb4lls on Mar 01, 2019, 04:15:43 PM
    I'm not sure why they were in such a rush to get this up online. Alien Day would've made a lot more sense, and they could've had more time to polish it.

    Impatience on our part. "Where's the #Watch component?!" Then the leak happened, set some expectations that weren't accurate to what they were actually doing.


    Quote from: The Old One on Mar 01, 2019, 03:59:35 PM
    I don't see venom, but genuine criticism.

    For what it's worth, Fox actually considers our community to be the most honest and genuine - but more importantly to me, civil - of the Alien/Predator groups out there. Even in our criticism and dislike of this series. So for that, I am proud of everyone who takes part in this community. That's exactly the kind of environment I'm trying to foster with my draconian laws.

    Really, that's the reason they put it out now? The ReadPlayWatch marketing started in January. Blackout and Resistance came out days apart from each other. People were logically expecting that the watch part comes out soon as well. I thought they delayed the release because of the reaction from Blackout? To keep the rhythm going, they could have announced the series officially at the end of January, keeping the pace consistent from the previous releases, but release the series on Alien Day.

    So what if there was a leak? Knowing what's coming shouldn't be a problem. Fox should've announced it a lot sooner IMO. We know an Isolation novel is coming and there's no revolt to give us the book this very moment. If they really intended to polish this more, they should've waited.

    Oh, well. Appreciate the idea and good will. Wish it had been better executed, but hey, I'm looking on the bright side. At least it's not another A:CM...
  23. Prez
    So I just finished the series and I enjoyed it quite a bit. As previously stated whilst I'm a big fan of the game I never really had the chops (or time) to play it at length.

    Only just realised that Dan Abnett co wrote the original story too.
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