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=== Anatomy and technical prototyping === Seeking a realistic foundation for robotic anatomy, the developers consulted the robotics department of the [[Delft University of Technology]]. Engineers advised against traditional internal skeletons, which are common points of failure in nature. Instead, they suggested an [[exoskeleton]] approach similar to that of [[lobster]]s. This advice shaped the definitive anatomy of the machines: a sturdy, external metal framework protecting softer, internal "tissue" (components). Functionally, this anatomical choice improved visual durability and provided logical, internal "soft spots" that the player could expose and exploit.<ref name="LivingCreatures" /> Artists used [[ZBrush]] to sculpt high-detail components like hydraulic joints and armour plates, designing the machines as if they could be physically constructed in reality.<ref name="Outsourcing" /> [[File:Early Thunderjaw Prototype for Horizon Zero Dawn.jpg|thumb|An early in-engine prototype of the Thunderjaw, constructed from a [[Lego Duplo|Duplo]]-like 3D model.|alt=A person shooting a gun at a grey dinosaur with red areas and green antennas]] The game's overarching mechanics were established through technical prototypes. An early machine dubbed the "Predator" appeared as a holographic [[Easter egg (media)|Easter egg]] in ''[[Killzone Shadow Fall]]'' (2013), with many of its behaviour routines eventually adapted for the Sawtooth.<ref name="2YearAnniversary" /> Early tests with a [[scorpion]] concept revealed gameplay issues because its thin limbs lacked sufficient surface area for the player to hit, further solidifying the need for larger machines with modular parts. The true [[proof of concept]] was the [[Tyrannosaurus rex]]-inspired Thunderjaw.<ref name="MachineConcept" /> It took the development team 18 months to bring the Thunderjaw from an initial sketch to a functional in-game state. To test scale and movement, the very first in-engine iteration was constructed using blocky, "[[Lego Duplo|Duplo]]"-like 3D models with basic animations.<ref name="GIOrigins" /> By successfully implementing destructible armour plating and testing fundamental interactions, such as shooting off weapons or triggering behaviours by striking weak points, the developers learned how to make the core gameplay work.<ref name="LivingCreatures" /> These systems were then scaled down and integrated into smaller machines to ensure combat remained readable.<ref name="NoClip" /> To further aid this readability, the developers intentionally avoided overloading the machines with blinking lights and colours during combat so the player could easily identify their status.<ref name="LivingCreatures" /> The original Thunderjaw prototype eventually brought the franchise's development full circle with the release of the spin-off ''[[Lego Horizon Adventures]]'' (2024), which visually reimagined ''Zero Dawn'' using [[Lego]] bricks. To ensure authenticity, every machine in the game was built brick-by-brick by "master builders" following the strict rules of physical Lego, meaning the digital machines could technically be assembled in real life.<ref name="IGNLegoAdventures" />
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