The Skullship stands as one of the game's most iconic assets, brought to life through the collaborative efforts of every department at Rocksteady. It represents a groundbreaking technical achievement, being the first asset of its scale to dynamically interact with the city, altering the environment and phasing-in enemies. Its role in mayhem and incursion missions intensifies the gameplay experience significantly. I was fortunate to lead the effort alongside these accomplished contributors: Glen Saberton, Bernhard van der Horst, and Chris Goff. I highly recommend checking out the main story to see the skullship in action.
Core contributors (in no particular order):
Glen Saberton - art direction, weather states
Andrew Stewart - environment interaction direction
Chris Goff - final concept art
Bernhard van der Horst - prototype, animation previs, modeling, and texturing
Shawn Spetch - art lead, feedbacks, final adjustments, technical, optimation
Nicolas pilot - vertex animation setup and in-game execution
Tim Rennie - animation code
Matt Harrad - tech art and consult
David Bromberg - animation code
Shea Richardson - technical animation and rigging
Adam Oreston - technical animation
Zafer Coban - animation direction
Ian Ball - design direction
Luke Giddings - gameplay code
John gay - engine code
Vitalii Stepchenko - tentacle animation behaviour and technical
Roberto Fera - cinematics
Jeremy Agamata - cinematics
Toby Ellis - Skullship Production
Oriol Sans - Skullship VFX
James Confliffe - cinematic and activity VFX
Andrew Quinn - Audio direction
Alexis Mavropoulos - Audio technical and SFX
Pawel Ptaszynski - Cinematic front face asset
Jordan Clarry - Tentacle technical and refinement
Sorry if I missed someone, please let me know.