One of the original concepts was to have parts falling off like an inversion of Katamari and Frankenstein creature, so you're not far off.
The fleshy level part was sculpted in Oculus medium but you could do it in Blender too. Took a lot of work deleting all the outside faces tho. To make it quiver - I used a couple of blended panning noise textures hooked up to the displacement channel.
I might release some breakdowns and project files sometime after if people are interested.