There was a transform in the fbx that was not being taken into account in your xna code. Here is a couple code changes to get it to work properly
Add a matrix array to the fields section
Camera m_camera;
GameObject m_floor;
GameObject m_alien8;
Matrix[] m_floorTransforms;
Instantiate & populate the array in the LoadContent section
m_floor = new GameObject(Content.Load<Model>("Floor\\10x10grid"), Vector3.Zero);
m_alien8 = new GameObject(Content.Load<Model>("Characters\\alien8"), Vector3.Zero);
m_floorTransforms = new Matrix[m_floor.Model.Bones.Count];
m_floor.Model.CopyAbsoluteBoneTransformsTo(m_floorTransforms);
Utilize the transforms while drawing.
effect.World =
m_floorTransforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(_gameObject.Position);
Here is an article written by Shawn Hargreaves that explains the code changes. You should set up a similar matrix array for the m_alien8 model (and any other model you may put in the game) so the drawing code works with it too.