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The enduring look of BioShock’s Massive Daddy has its roots in System Shock 2’s low polygon counts: ‘If you happen to embraced your designing limitations on that stuff, you’d find yourself with a greater mannequin’

August 9, 2025
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BioShock’s Massive Daddy is considered one of gaming’s most iconic enemy designs. The drillbit-wielding, diving-helmet carrying protectors of Rapture are synonymous with Irrational’s traditional shooter, to the purpose the place they had been plastered everywhere in the recreation’s box-art when it launched again in 2007.

But it surely seems that, like a lot else about BioShock, the Massive Daddy was straight impressed by System Shock 2. The looks of BioShock’ most harmful foe derives from the technical limitations of constructing 3D video games again within the 90s.

This was lately revealed by Nate Wells, the newest interviewee in Nightdive’s sequence of in-depth chats about System Shock 2. Wells was artwork director at Trying Glass Studios when System Shock 2 was being codeveloped with Irrational Video games, and now works for Epic. Throughout the chat, Wells reveals that the seeds of the Massive Daddy’s visible design had been sowed when wrangling with polygon counts through the design of System Shock’s sequel.


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“I work on Fortnite now and we do not speak about polygon counts anymore,” he explains to Nightdive Studios’ Locke Vincent. “I need to say possibly BioShock was actually the final time we talked about polygon counts, proper? In a critical approach, in a limiting approach.”

Wells explains that BioShock’s Massive Daddy comprised between 2,500 and three,000 polygons, which he says is “Nonetheless only a few polys when you concentrate on it.” However this was nonetheless 10 instances the variety of polys that Trying Glass and Irrational had for System Shock 2’s characters. “Within the time of System Shock 2, you are speaking 250 triangles for a personality.”

Such limitations pressured the builders to drag plenty of methods when designing character fashions for System Shock 2. “Loads of the characters had been based mostly complete or partially [or] simply reskins of Thief characters.” Wells cites the hybrid people (who he unintentionally refers to as “splicers”) for example. “We pulled these meshes as a result of they’d been optimised right down to the final triangle. And I bear in mind one of many first issues I did was remaking a texture that mapped to the precise format of a Thief character, in order that we’d a minimum of get these crew members type of without spending a dime.”

Nate Wells on the Artwork Course of System Shock 2 | Deep Dive – YouTube

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However the origins of BioShock’s Massive Daddy lie within the first character Wells designed for the sport. “The primary character I constructed, nicely, that I did the idea for and constructed was the upkeep droid,” he says. “The Massive Daddy ended up being an evolution of that. It is like that on steroids, proper? The place the shoulders are literally on the degree of the attention, and it results in this dumpy, form of unhappy look.”

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The rationale the upkeep droid seems like that, Wells says, once more comes right down to technical limitations. “I did the idea for that man after which I needed to mannequin it, and as you are drawing the idea, you are pondering by way of—in case you look—most of his physique components are containers.

“I knew I might find yourself having to make these containers anyway,” he explains. “You completely can do an idea that is stuffed with curves and complexity and tiny skinny antennas. However why? They’re all going to get edited out. So I might suppose by way of ‘What’s a cool robotic I might construct up that is largely containers?'”

Wells says that designing with the sport’s technical restrictions in thoughts was all the time preferable to creating complicated ideas that must be scaled again. “You’ll all the time get higher outcomes in case you did that. If you happen to embraced your designing limitations on that stuff, you’d find yourself with a greater mannequin since you’d get a greater unwrap, which meant extra texture house.”

It is one other instance of how working inside limitations is usually what results in ingenuity in artwork and design, versus simply with the ability to do no matter you need. Certainly, Wells briefly ponders whether or not the trendy business might do with a number of extra inventive obstacles to beat. “I’ve received to say, I typically miss these constraints, now the field you are enjoying in is so massive.”



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