Alien: Earth

Launch Campaign + Gestation Promo

Alien: Earth

When the team at FX and Disney set out to launch Alien: Earth, they faced a rare creative challenge: how do you relocate one of cinema’s most iconic franchises to Earth while staying faithful to the extensive mythology and design legacy shaped by legends like H. R. Giger, Ridley Scott, Ron Cobb, and Chris Foss?

Tendril was invited by Steve Viola and Mike Parks at FX to be a part of the now Clio-awarded campaign, and it felt surreal. We grew up on these films, and being asked to contribute even a small piece to that legacy was an enormous honour. This was a responsibility we took seriously. The fanbase can tell when something is off, and whatever we made had to feel like it had always existed inside the Alien universe.

This is the side of Tendril people do not always see. We love refined product renders and clean visual systems, but underneath that polish is a long-standing obsession with worldbuilding. From Star Trek to Foundation and The Peripheral, and through years of collaboration with FX on American Horror Story and Legion, we keep coming back to living universes. The kind that have internal logic and demand rigorous design thinking.

A microscopic universe

Our team set out to depict the gestation and emergence of a fly-like alien through CGI sequences interwoven with practical effects artfully shot by FX. The creative challenge was visualizing life at a microscopic scale in a way that felt both infinite and intimate, like staring into a universe that stretches on forever, yet exists within something impossibly small.

The sequence avoids explicit larval stages or overt body horror; instead of leaning into the grotesque, it embraces ambiguity and restraint, allowing the imagination to fill in the gaps. By taking creative license with the adolescent phase we reimagined it as something more mesmerizing and evocative than the adult form.

Concept development

During the concept phase, we explored two parallel territories: Giger Earth and New Life. Giger Earth started with a simple provocation: if Giger had created Earth, what would we be looking at today? We worked across macro, landscape, and planetary scales, embedding alien corruption into the geometry of nature itself.

New Life turned inward, focusing on the earliest stages of existence: reptile, mammal, human, Xenomorph. At those scales, the organisms look disturbingly similar. Innocent, even. The boundary between species begins to dissolve, and innocence and horror start sharing the same frame.

New Life became the foundation for the hero promo film, Gestation. Working entirely in Houdini with compositing in Nuke and sculptural detailing in ZBrush, we undertook extensive simulation R&D to seamlessly interweave practical and digital effects. The goal was straightforward: you should never be able to tell what is CG and what is physical.

Designing the unseen

A defining creative approach was restraint. Rather than over-designing shots, we built complex biological systems as Houdini simulations and then went looking for moments inside them. It felt like filming these processes with microscopic cameras. The three-way cell division that opens the film tells you immediately this organism is not of this Earth. Later, a pulsing heart drives fluid through digital organs. We deliberately preserved the raw, slightly unstable behaviour of the sim. It reads closer to medical imaging than animation, exactly as we intended.

We’re proud of what this collaboration produced. It was specific, technical, and creatively demanding in the best possible way. A chance to help extend a universe we’ve loved since childhood. And it reinforced something we’ve always believed about Tendril: our real strength isn’t polish alone, but the ability to build worlds that feel coherent and lived-in.

  • Client
    FX Networks

     

    Creative Director & President,

    Strategy, Creative & Digital Multi-Platform Marketing

    Stephanie Gibbons

     

    SVP, Design & VFX

    Steve Viola

     

    VP, Motion Design

    Amie Nguyen

     

    Creative Director, Content Design

    Michael Parks

     

    VP, Production & Design

    Dara Barton

     

    Director, Production Graphics & VFX

    Rick Hassen

     

    Producer

    Nora Jurasits

     

    VFX Producer

    Cait Campbell

     

    VFX Supervisor

    Michael Viscione

     

     

     

  • Production Company
    Tendril

     

    Creative Director
    Chris Bahry

     

    Director
    Yeseong Kim

     

    Executive Producer
    Ramona Gornik-Lee

     

    Producer
    Julia Blackwell

     

    Creative Development
    Chris Bahry, Yeseong Kim, Roger Dario, Arnis Vitols, Marcelo Souza, Runbo Chen, Aleksandra Liubas, Rafael Ramirez, Christian Hecht, Maxime Roz

  • Houdini Simulations

    Peter Sanitra, Lorne Kwechansky, Ezequiel Grand, Philipp Pavlov, Alexandre Veaux

     

    ZBrush Sculpt

    Rodrigo Rezende

     

    Light + Render

    Aleksandra Liubas, Yeseong Kim, Brad Husband, Alexandre Veaux

     

    Compositing

    Astrid Cardenas, Brad Husband, Chris Bahry, Corey Larson