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It’s very believable, and that’s one of the great things about that film. It’s really beautifully realised and considered. We’ve always been massive fans of the first film, and this all came about because it felt like no one had ever created that experience in a game. "From day one, that was what we were going to do. Rather than go for a shiny, optimistic vision of the future, the artists created a lo-fi, gritty, and realistic sci-fi world, directly informed by the production design of the film. Isolation’s art design is one of its most recognisable features, perfectly capturing the look and feel of the movie. In the end it was more about taking that aesthetic and building our own visual language from it: how text is used, style, colour, borders and so on, and weaving that into original, interactive interfaces." Used universe
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So for a videogame full of UI-driven interactions, nothing in the film had any interaction reference. "Excluding the MU-TH-UR computer interface, no other screen on the Nostromo is interactive. "But when you dig down into that film you notice things, design oddities, that make it really hard to translate to a videogame." "At first glance I felt I had an easy job ahead of me, because there was so much reference material available to draw from," he says. McKellan also had to reverse engineer the UI elements from the film to make them usable in the game. As well as being 100% authentic, the effects you could achieve were more varied than what any of the previous software-driven tests achieved, and generated effects you would never really have thought of manually authoring." "I'd record UI elements onto old beaten VHS tapes, deliberately magnetise the screen and the cables, and just destroy things whilst playing the recorded footage back on screen. Isolation’s UI is one of its defining features, and McKellan went to great lengths to make sure it had an authentically analogue, retro feel. The look of Alien and Aliens is remarkably different, and it's easy to muddle them in your mind and end up creating assets and looks that are a jumble of 'the franchise' and that's not what I wanted to make." "I was fully immersed in Alien and deliberately didn't watch the other films during that time. I'd record UI elements onto old beaten VHS tapes, deliberately magnetise the screen and the cables, and just destroy things Jon McKellan
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It was on loop, and over a 8-10 day shift I would have it in my peripheral vision running 4 times a day for over 4 years." For a long time I was sitting next to one of the big screens that had it on. It genuinely was running on screens in the studio 24/7. "When we first mentioned that we had the film running on loop during initial press for the game, I think everyone thought we were talking BS," says UI lead Jon McKellan.