Microsoft - XBox Avatars

Microsoft - XBox Avatars

Animation - Team Leadership - AI integration

Animation - Team Leadership - AI integration

2009 - 2012

2009 - 2012

Design manager, Lead Animator

Design manager, Lead Animator

Project info

Bringing Avatars to Life: A Case Study from the Xbox Kinect Era

When I first joined Microsoft’s Xbox team, avatars were an intriguing concept still finding their place. Initially brought on as a contract animator, my task was to animate avatars developed by Rare, a UK-based game studio. The transatlantic collaboration posed significant challenges, slowing down progress and hindering creative efficiency. Seeing an opportunity to enhance collaboration and innovation, I proposed forming a local Avatar Animation Team right at Microsoft’s headquarters in Redmond, Washington. My proposal was enthusiastically accepted, and I transitioned into a full-time leadership role to build and manage this new team.


Step 01: Integrating Kinect and Avatars

Our biggest challenge was seamlessly integrating the newly introduced Kinect technology with Xbox avatars. Kinect was revolutionary—it recognized users’ motions and translated them directly into gameplay. However, this innovation presented a technical puzzle: the existing avatar rigs were not built to accurately reflect natural human movements and gestures captured by Kinect.

We began by revamping the avatar rig, reshaping it to better match real human proportions. This overhaul enabled Kinect's motion data to map more naturally to the avatars, eliminating awkward animations and increasing fidelity. We worked closely with engineers to align rig structure and constraints with the physical data captured from Kinect.

One of our most defining breakthroughs was the creation of the wave-to-engage gesture. After countless user study sessions, I designed this intuitive motion to initiate interaction between the user and the console. When Kinect recognized the wave, it would trigger a confirmation animation and switch the console into listening mode, enabling both motion and voice input. The gesture became the entry point into the Kinect-powered experience—and was later granted a patent.


Step 02: Designing for AI Before It Was Trendy

Much of our work with Kinect was rooted in early AI challenges: interpreting human motion, refining voice commands, and making interactions feel natural. While today these would be handled by machine learning models, we tackled them through careful design, prototyping, and collaboration with researchers.

For example, we designed animation systems that could respond dynamically to incomplete or noisy motion data, using fallback poses and transition smoothing. We worked with engineers on motion classification logic and ensured that avatars would always respond in ways that felt human—even if the signal wasn’t perfect.

In hindsight, this work was a precursor to many of the human-AI interface challenges we see today. We were solving for presence, latency, and believability using the tools available at the time—and doing it at scale for millions of users.


Step 03: Avatars at the Center of the Xbox Experience

Our team became embedded with the Xbox UI and engineering groups, helping shape the overall user experience. Most notably, we redesigned the core UI around avatars. When users turned on their Xbox, they were greeted by an avatar picker screen—a playful carousel that let them log in using their customized character. This wasn’t just a login experience. It was a subtle way to build emotional connection between players and their digital identity.

We also built a dedicated avatar customization application, which quickly became the number one destination for Xbox gamers. Users spent more time customizing their avatars than playing some games. It was a testament to how powerful digital identity had become.

Avatars soon spread beyond Xbox. They were featured in Windows phone campaigns, integrated into Xbox Live, and even shown in Microsoft marketing materials. The work we did not only elevated the product but shaped the Xbox brand itself.


Outcome: A Character Platform That Redefined Interaction

Key impacts:

  • Built a local Avatar Animation Team from scratch to support global Xbox initiatives

  • Delivered real-time animated characters powered by player movement

  • Collaborated across design, engineering, and research to define a new form of interaction

  • Designed and patented the wave-to-engage gesture as a natural user input

  • Shaped a UX that merged motion, identity, and character in ways that felt playful and human

Our integration of avatars and Kinect dramatically enhanced user engagement and redefined the Xbox experience. Avatars became central to the Xbox UI, greeting players personally at login, creating an instant emotional connection. Our innovations helped pioneer AI-driven design in interactive media.


Reflection

As Xbox transitioned from Xbox 360 to Xbox One, our team continued to explore new ideas, including realistic avatar physics and extended personalization. But Microsoft’s broader focus shifted toward a unified Microsoft identity, and the Avatar Animation Team was eventually disbanded.

Even so, the impact of our work endured. We had brought avatars to life in a way that resonated deeply with millions of players—and in doing so, pioneered early uses of AI, motion tracking, and character design in a consumer product. It was a career-defining experience that deepened my belief in collaborative innovation and the power of human-centered design at scale.

It wasn’t just about characters. It was about how we show up on screen, and how technology can meet us there.

Bringing Avatars to Life: A Case Study from the Xbox Kinect Era

When I first joined Microsoft’s Xbox team, avatars were an intriguing concept still finding their place. Initially brought on as a contract animator, my task was to animate avatars developed by Rare, a UK-based game studio. The transatlantic collaboration posed significant challenges, slowing down progress and hindering creative efficiency. Seeing an opportunity to enhance collaboration and innovation, I proposed forming a local Avatar Animation Team right at Microsoft’s headquarters in Redmond, Washington. My proposal was enthusiastically accepted, and I transitioned into a full-time leadership role to build and manage this new team.


Step 01: Integrating Kinect and Avatars

Our biggest challenge was seamlessly integrating the newly introduced Kinect technology with Xbox avatars. Kinect was revolutionary—it recognized users’ motions and translated them directly into gameplay. However, this innovation presented a technical puzzle: the existing avatar rigs were not built to accurately reflect natural human movements and gestures captured by Kinect.

We began by revamping the avatar rig, reshaping it to better match real human proportions. This overhaul enabled Kinect's motion data to map more naturally to the avatars, eliminating awkward animations and increasing fidelity. We worked closely with engineers to align rig structure and constraints with the physical data captured from Kinect.

One of our most defining breakthroughs was the creation of the wave-to-engage gesture. After countless user study sessions, I designed this intuitive motion to initiate interaction between the user and the console. When Kinect recognized the wave, it would trigger a confirmation animation and switch the console into listening mode, enabling both motion and voice input. The gesture became the entry point into the Kinect-powered experience—and was later granted a patent.


Step 02: Designing for AI Before It Was Trendy

Much of our work with Kinect was rooted in early AI challenges: interpreting human motion, refining voice commands, and making interactions feel natural. While today these would be handled by machine learning models, we tackled them through careful design, prototyping, and collaboration with researchers.

For example, we designed animation systems that could respond dynamically to incomplete or noisy motion data, using fallback poses and transition smoothing. We worked with engineers on motion classification logic and ensured that avatars would always respond in ways that felt human—even if the signal wasn’t perfect.

In hindsight, this work was a precursor to many of the human-AI interface challenges we see today. We were solving for presence, latency, and believability using the tools available at the time—and doing it at scale for millions of users.


Step 03: Avatars at the Center of the Xbox Experience

Our team became embedded with the Xbox UI and engineering groups, helping shape the overall user experience. Most notably, we redesigned the core UI around avatars. When users turned on their Xbox, they were greeted by an avatar picker screen—a playful carousel that let them log in using their customized character. This wasn’t just a login experience. It was a subtle way to build emotional connection between players and their digital identity.

We also built a dedicated avatar customization application, which quickly became the number one destination for Xbox gamers. Users spent more time customizing their avatars than playing some games. It was a testament to how powerful digital identity had become.

Avatars soon spread beyond Xbox. They were featured in Windows phone campaigns, integrated into Xbox Live, and even shown in Microsoft marketing materials. The work we did not only elevated the product but shaped the Xbox brand itself.


Outcome: A Character Platform That Redefined Interaction

Key impacts:

  • Built a local Avatar Animation Team from scratch to support global Xbox initiatives

  • Delivered real-time animated characters powered by player movement

  • Collaborated across design, engineering, and research to define a new form of interaction

  • Designed and patented the wave-to-engage gesture as a natural user input

  • Shaped a UX that merged motion, identity, and character in ways that felt playful and human

Our integration of avatars and Kinect dramatically enhanced user engagement and redefined the Xbox experience. Avatars became central to the Xbox UI, greeting players personally at login, creating an instant emotional connection. Our innovations helped pioneer AI-driven design in interactive media.


Reflection

As Xbox transitioned from Xbox 360 to Xbox One, our team continued to explore new ideas, including realistic avatar physics and extended personalization. But Microsoft’s broader focus shifted toward a unified Microsoft identity, and the Avatar Animation Team was eventually disbanded.

Even so, the impact of our work endured. We had brought avatars to life in a way that resonated deeply with millions of players—and in doing so, pioneered early uses of AI, motion tracking, and character design in a consumer product. It was a career-defining experience that deepened my belief in collaborative innovation and the power of human-centered design at scale.

It wasn’t just about characters. It was about how we show up on screen, and how technology can meet us there.

Examples

Exploration of ‘Alter Egos’ for Xbox Avatars. Allowing gamers to express their unique style, mood, or gameplay preferences by logging into Xbox with customizable avatar identities. Each ‘alter ego’ features distinctive costumes and animations tailored to enhance the player’s personal gaming experience

Interactive Animated Gamer Pics Exploration. Transforming static gamer pics into lively, animated, and interactive experiences. Players customize avatar poses, reacting dynamically to events such as party invites, game challenges, and results. The exploration extends beyond Xbox, showcasing how fun, animated avatars could share gaming highlights directly on social media platforms like Facebook.

A little holiday magic from our team 🎄 We put this together as a fun way to say happy holidays to the rest of the org. Everyone on the team showed up as their Xbox avatar in festive outfits, and yes… we actually sang ‘Jingle Bells’ together. It’s silly, it’s fun, and it perfectly captures the spirit of this amazing, talented group I was lucky enough to lead.

Gamertag Spinner. A playful take on the ‘Change Gamertag’ experience. The gamer’s avatar stands beside a dynamic spinning wheel of randomly generated gamertags. With each spin, the avatar springs into action, bringing humor and personality to the process of discovering a new identity.

Xbox 360 Sign-In Experience. A lineup of gamer avatars representing each profile on the console, brought to life through delightful idle and selection animations. Players could spin the carousel to choose their profile, with offline avatars shown dozing off under bouncing sheep. A fun, character-driven way to turn a basic sign-in screen into a joyful, animated experience.

Next-Gen Avatars Tech Demo. A behind-the-scenes look at the upgraded Xbox Avatars, rebuilt from the ground up with a more realistic rig, expressive blendshapes, dynamic hair, and refined 3D topology. We introduced layered eye textures with look-at controls, image-based lighting, sub-surface scattering, and detailed hair highlights to bring more emotion and life to each character. The demo ends with a fun animation that showcases the full range of these next-gen capabilities.