

"So they asked us to put together a demo for what we thought a game involving The Thing IP could be." To that end, they re-skinned Evolva with a group of Marines battling a Thing creature at U.S. This caught the attention of Universal Interactive Studios, which was "really interested to see the combination of those technologies third-person action game," Curtis says. Rather than having fixed models, they could change and walk in different ways."

"That’s a slightly more algorithmic approach to the graphics. Latham's creation helped serve as the basis for Evolva, a 2000 video game centered around "mutant Genohunters that went down to a planet and, rather than picking up weapons, you kill animals that give you genes that let you mutate," says The Thing's co-lead programmer, Diarmid Campbell, on a separate call. "Using a certain algorithm, it would show these organic, evolving shapes," The Thing lead designer Andrew Curtis tells SYFY WIRE over Zoom. The origins of The Thing video game go back to "an advanced screensaver" known as "Organic Art," formulated by Computer Artworks co-founder, William Latham. to Pingu: New Book Explores All Corners of The Thing Franchise The origins of 2002's The Thing video game

The cast led by Kurt Russell, the groundbreaking practical effects created by Rob Bottin, and a thickly paranoid atmosphere - helped along by Dean Cundey's shadow-filled cinematography - were rightly becoming the stuff of genre legend. Wanting to capitalize on the film's newfound popularity, Universal decided to give the property new life in the form of a 2002 video game (also titled The Thing) developed by the now-defunct Computer Artworks for PlayStation 2, PC, and Xbox. By the early 2000s, the icy reception to John Carpenter's The Thing had finally begun to thaw as audiences reappraised the film for what it truly was: a masterpiece of science fiction, horror, and suspense.
