Though it is set in the future, the technology of the game is modelled after the first Alien film.[10] To accomplish this, the studio emulated the creative processes used in the actual movie, and what was available at that time.[20] The game's artists studied Ron Cobb's original concept art and used tablet computer versions of his drawing implements.[21] In-game objects must be derived from items available to the film's production,[22][23] while computers have monochrome displays and simple graphics.[24] To create period authentic distortion on in-game monitors, the developers recorded their in game animations onto VHS and Betamax video recorders, then filmed those sequences playing on an "old curvy portable TV" while adjusting the tracking settings.[9] The Alien itself was designed to look similar to H. R. Giger's original design for the creature from the first film, including the semitransparent head with visible skull underneath, as opposed to the designs that were used for the film's sequels.[5] However the developers did alter the Alien's design to feature recurved legs as opposed to the more humanoid legs the monster had in the original film, in order to provide the Alien a walk cycle that would hold up to scrutiny during longer encounters with the player.[25] The Creative Assembly created between 70 and 80 different sets of animation for the Alien.[9] 20th Century Fox provided The Creative Assembly with three terabytes of archived data related to the original Alien film, including notes on prop and set design, behind the scenes photos, videos, and the film's original sound effect recordings, to help Creative Assembly authentically recreate the atmosphere of the film.[5][9] Among the source material provided by 20th Century Fox, was the film's original musical soundtrack, to which the developers re-recorded several of the original cues with a full orchestra, including some of the musicians who worked on the first filmʼs soundtrack.[9] Alien: Isolation features a dynamic sound engine which causes the music and sound effects to appropriately change based on the players actions, such as whether they are hiding or fleeing from the Alien.[26]