64 grooms for Bethesda's Starfield across the base game and the Shattered Space expansion: 53 hairstyles and 11 beards, every one built to deform with the face and to survive a helmet.

Two problems on top of the usual one. A creator groom has to sit on any face a player builds, which is hard enough. This one also had to move, because Starfield's faces emote, and it had to survive being put inside a space helmet, because most of the game is spent in one. A hairstyle that looks right on a static bare head and then intersects a visor is not finished.
We built morph targets alongside the grooms rather than afterwards (61 of the tasks on this project are morphs), so each cut deforms with the face it sits on instead of floating over it. Helmet and hat variants were authored as part of the same asset, so the game can swap to a compressed version when headgear goes on rather than clipping through it.




Starfield's faces emote, so a groom that is only correct at rest is only half a groom. Morph targets were built alongside each style rather than retro-fitted, which is why sixty-one of the tasks on this project are morphs and why the hair sits on the face rather than hovering above it.
Most of Starfield is played in a spacesuit. Every cut needed a variant that compresses under headgear, authored as part of the same asset, because the alternative is a visor with a fringe coming through it. It is the least glamorous requirement on the project and the one a player would notice first.
The work started in 2019 and ran to 2024, through launch and into the Shattered Space expansion. Grooms built in the fourth year had to match grooms built in the first, so the conventions (card layout, level-of-detail steps, naming) were settled once at the start and inherited by everything after.
64 grooms delivered across four and a half years and two releases: 53 hairstyles and 11 pieces of facial hair, each with its cards, its volume pass, its morph targets and its headgear variant.





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64 grooms for Bethesda's Starfield across the base game and the Shattered Space expansion: 53 hairstyles and 11 beards, every one built to deform with the face and to survive a helmet.

Two problems on top of the usual one. A creator groom has to sit on any face a player builds, which is hard enough. This one also had to move, because Starfield's faces emote, and it had to survive being put inside a space helmet, because most of the game is spent in one. A hairstyle that looks right on a static bare head and then intersects a visor is not finished.
We built morph targets alongside the grooms rather than afterwards (61 of the tasks on this project are morphs), so each cut deforms with the face it sits on instead of floating over it. Helmet and hat variants were authored as part of the same asset, so the game can swap to a compressed version when headgear goes on rather than clipping through it.




Starfield's faces emote, so a groom that is only correct at rest is only half a groom. Morph targets were built alongside each style rather than retro-fitted, which is why sixty-one of the tasks on this project are morphs and why the hair sits on the face rather than hovering above it.
Most of Starfield is played in a spacesuit. Every cut needed a variant that compresses under headgear, authored as part of the same asset, because the alternative is a visor with a fringe coming through it. It is the least glamorous requirement on the project and the one a player would notice first.
The work started in 2019 and ran to 2024, through launch and into the Shattered Space expansion. Grooms built in the fourth year had to match grooms built in the first, so the conventions (card layout, level-of-detail steps, naming) were settled once at the start and inherited by everything after.
64 grooms delivered across four and a half years and two releases: 53 hairstyles and 11 pieces of facial hair, each with its cards, its volume pass, its morph targets and its headgear variant.




