Gizmo the robotic dog

Gizmo the robotic dog

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Gizmo the robotic dog

Gizmo the robotic dog is a computer-animated robotic dog created by David D'Alessandro and developed by Disney Research. He was created by D'Alessandro, who was working at Disney Research at the time, and Mark Dean, a research scientist at Disney Research. He has appeared in the films Toy Story 3 and Cars 2, and in commercials for The Walt Disney Company.

D'Alessandro was inspired to create Gizmo because he liked how intelligent and responsive robots are. Disney was looking to create more engaging robot characters, and felt that Gizmo would be an ideal character. Gizmo is designed to be a "dog", but can also act as a robot, and can perform some basic tasks. Gizmo is made to be easy to use and is easy to program, so that children can create their own games with Gizmo.

Gizmo is designed to help children learn about programming and how robots work. Disney Research uses Gizmo in their research to test how children react to robots.


Gizmo was designed by D'Alessandro and Mark Dean at Disney Research. D'Alessandro and Dean were working on another robot, a smaller robot called Rex, and created Gizmo as a means of testing his programming skills. Gizmo's design was inspired by a dog and designed to be able to run and play like a dog. The robots at Disney Research had been inspired by Disney's Toy Story, which was released in 1999. D'Alessandro stated that he liked the way the robots from Toy Story were designed, and wanted to create an intelligent dog that behaved like a dog.

In a 2008 interview, D'Alessandro explained that the first robot he created at Disney was Rex. He created Rex when he was studying robotics at the University of South Florida, and while working at Disney Research. Gizmo was based on Rex and created as a successor to Rex. He developed the concept of using a humanoid robot and creating a program where the robot could perform some basic functions. In developing Gizmo, D'Alessandro wanted to design a robot that would help children learn about programming.

D'Alessandro worked with several artists to design Gizmo, and drew inspiration from real dogs in his design. The dog's design was meant to reflect that he could run and play like a dog. D'Alessandro drew the look of Gizmo's fur based on the appearance of a dog's fur and decided on a "cartoon" type face for Gizmo. D'Alessandro worked with a designer to design the look of the face, and used the face to create the final character design.

In 2002, D'Alessandro and Dean collaborated with the computer-animation company Pixar, and created Gizmo as a part of a project with Disney Research and Pixar. D'Alessandro created Gizmo and developed the software to control Gizmo, while Dean helped develop the software for Gizmo. Dean felt that Gizmo would have some problems with running and jumping, and created the software to make Gizmo able to run and jump more easily. Gizmo can move in four directions, and the software uses this to create its motion. The software is designed to make Gizmo move like a dog, so that the character can be easily controlled. To create Gizmo, Dean used an algorithm to create a movement that would allow Gizmo to move in a "doggy" style. Gizmo was designed to have the personality of a dog, so that he could perform tricks and do some basic tasks. Dean programmed Gizmo to "sit", "roll over", and "lay down". Gizmo can also be programmed to jump, but can only jump if he has his body facing the camera. He can be programmed to follow the movements of the person who controls him. D'Alessandro programmed Gizmo to be able to follow the person who controls him. D'Alessandro was involved in the animation of Gizmo, and did not actually animate Gizmo, as he felt that the animation team's animation was already good. Gizmo was designed to look like a dog, but was given a "cartoon" style to help him move more easily.

Gizmo was created as a test to see whether children would enjoy a robotic dog character. D'Alessandro was interested in how children would react to the character. D'Alessandro has also said that the character has a "humanoid face" and "feels like a person". He believes that the combination of the "cartoonish" face and the ability to act like a person allows him to be more engaging than a traditional robotic character.


Gizmo's voice was provided by Kevin Manthei. Manthei was asked by Disney to work with Gizmo, and was given the task of working on the voice of the character. Disney asked Manthei to record Gizmo's voice as he thought a robot should speak. D'Alessandro believed that Gizmo was made to resemble a dog and was designed to act like a person, so he felt that the voice of Gizmo should be made to sound like a person, so that he can play and act like a person. Disney and Manthei wanted to create a voice that would sound like the voice of a dog, so that children would like the character. D'Alessandro designed Gizmo to be able to say basic commands, and Manthei was instructed to use an American accent to make the character sound more like a person.


Gizmo is designed to resemble a dog, but can also perform basic tasks. D'Alessandro felt that the robot would be an easy-to-use robot. D'Alessandro and Disney wanted to create robots that children could program. D'Alessandro designed Gizmo to make it easy for children to program, and to have the personality of a dog.

D'Alessandro and Dean created Gizmo

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