Aline Normoyle
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To those of you about to rock, Aline salutes you.

I'm interested in games, computer animation and player modeling.  Left, you see an artistic representation of me at the SIG Center for Computer Graphic's optical motion capture studio, which I ran for a year during my PhD.

My research work included methods for mapping player behaviors to game-state; for developing user-friendly crowd authoring tools; and for studying how character and avatar animation can subtly influence players (specifically, concerning naturalness, responsiveness, gaze, and emotions). I completed my PhD about character animation at the SIG Center for Computer Graphics with Norm Badler. Since graduating, I have been working as a professional software engineer and lecturer specializing in game development and AI.

My resume is available here.

The reel to the left highlights some tool demos from various side projects and papers, specifically, my image painter, puff modeler and volumetric renderer, image-based tree modeling plugin for Maya, and my crowd brush demo from my 2014 I3D paper on macroscopic crowd modeling.


Oct 2016, Sophie Jörg and I have an upcoming journal article in CAVW entitled The effect of animation controller and avatar on player perceptions

Aug 2016, I'm doing a retreat at the awesome Recurse Center in NYC!

Aug 2015, WebGL Insights, which I helped review, is out!

Mar 2015, Ben Sunshine-Hill and I co-presented How to use machine learning like a responsible adult at the 2015 Game Developer Conference AI Summit.

Select publications


Bayesian Clustering of Player Styles for Multiplayer Games

Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2015


Trade-offs between Responsiveness and Naturalness for Player Characters

Motion in Games, 2014 (Won best paper!)


Player perception of delays and jitter in character responsiveness

Symposium of Applied Perception, 2014


Stochastic activity authoring with direct user control

Interactive 3D Graphics and Games, 2014