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How It's Done — Shoggoth

It all started with an idea for a cunning robot that could elevate its weapons high into the air. The core concept was to allow players to rain fire down on enemies from complete safety while remaining hidden behind cover. Then all this evolved in what's now known as Shoggoth

Initially, the visual style leaned heavily toward a praying mantis. In its combat stance, the robot was supposed to lift its guns using specialized "robo-arms." We even managed to put together an initial sketch

Initially, the visual style leaned heavily toward a praying mantis. In its combat stance, the robot was supposed to lift its guns using specialized "robo-arms." We even managed to put together an initial sketch

As development progressed, the design began shifting toward the Yan-di faction style. Around the same time, the team got excited about a Lovecraft-themed in-game event. We remembered our "Cthulhu series" of robots and decided to keep the legacy going

As development progressed, the design began shifting toward the Yan-di faction style. Around the same time, the team got excited about a Lovecraft-themed in-game event. We remembered our "Cthulhu series" of robots and decided to keep the legacy going

As a result, project Mantis temporarily became Daoloth (another entity from the Cthulhu Mythos). Later on, we swapped it out for a more recognizable and striking name: Shoggoth

As a result, project Mantis temporarily became Daoloth (another entity from the Cthulhu Mythos). Later on, we swapped it out for a more recognizable and striking name: Shoggoth

Before diving into detailed rendering, we needed to test the core gameplay mechanic. To do this, we whipped up a rough prototype in the engine using whatever assets we had on hand. This is the fastest way to validate or debunk a gameplay hypothesis

Before diving into detailed rendering, we needed to test the core gameplay mechanic. To do this, we whipped up a rough prototype in the engine using whatever assets we had on hand. This is the fastest way to validate or debunk a gameplay hypothesis

Here are the first concepts from our artist

Here are the first concepts from our artist

We decided to inject more chaos and organic elements into the design — traits that define a true Shoggoth. To do this, we linked the mechanical "necks" with a complex system of intertwined hoses and cables, mimicking living arteries

We decided to inject more chaos and organic elements into the design — traits that define a true Shoggoth. To do this, we linked the mechanical "necks" with a complex system of intertwined hoses and cables, mimicking living arteries

Final sketch

Final sketch

Once the concept was approved, our 3D modelers took the reins. Their task was to translate this complex, biomechanical mass into clean polygons while ensuring the robot's silhouette remained easily readable in the heat of mobile battles

Once the concept was approved, our 3D modelers took the reins. Their task was to translate this complex, biomechanical mass into clean polygons while ensuring the robot's silhouette remained easily readable in the heat of mobile battles

The biggest challenge by far was the transformation animation. It was a real puzzle to make the rigid metal structures extend while forcing the "organic" hoses and cables to compress and stretch realistically as the weapons deployed

The biggest challenge by far was the transformation animation. It was a real puzzle to make the rigid metal structures extend while forcing the "organic" hoses and cables to compress and stretch realistically as the weapons deployed

Here's Shoggoth in all its otherworldly beauty

Here's Shoggoth in all its otherworldly beauty