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Storm Goliath

The "Storm Goliaths" are a new type of hostile robot that we introduced with the "Skyline Valley" major update for Fallout 76. I had the pleasure of being responsible for the 3D side of things; modelling, texturing and working closely with animation to see it fully realised. This is my favourite asset I've worked on during my time at Double Eleven alongside Bethesda Game Studios. As a long time fan of the Fallout series, getting the opportunity to make my mark on the franchise by helping design a new robot (the existing designs in my opinion being among the coolest things about the IP), was honestly a dream come true.

While it was at times a challenge to meet targets and figure out the complexities of its movement and design, I'm proud of the result we achieved with these big lads.

It was a pleasure working with Fergus (https://www.artstation.com/crowbit) who was responsible for the concepts for the Goliaths, he was responsible for iteration through to final look and feel, and later on we spent many days together hashing out the designs of specific elements as requirements changed. You should totally check out his post with his work here:
https://www.artstation.com/artwork/gR9oeL

During my time working on this asset, Jordan (https://www.artstation.com/jord-uk) was instrumental in the cohesive vision of all of the Skyline valley asset designs and feel across the board, and his advice, guidance and support throughout my whole time at D11, but particularly on this asset was a godsend. He was also directly responsible for the modelling of the brain and brain stem part of this asset.

Marcus Yap was the sole animator our end responsible for bringing the Goliath to life, and we probably worked closest of all during it's development. His vision for how they should move really was what makes them feel special in my opinion and he absolutely nailed it.

There are too many people to name them all that contributed to these robots and the event they were situated within, but just want to thank Nick Patrick (my Lead at D11 for the chance to make something so cool and trusting me with such an important piece of work, and all his support through these years in general) as well as Ian Olsen (https://www.artstation.com/sciance) for his expert level critique and guidance.