In this episode of Designed To Work we’ll begin to refine the ‘hauler’ by considering how it might move. As purpose-built utility vehicle, it’s a great opportunity to let the function determine the form - so let’s design from the inside out.
In this episode of Designed To Work we’ll explore the relationship between the three first elements: the Hauler, Collectors, and Depot. Objects like these never exist in isolation, so it’s ideal to design them as a considered ‘whole’ instead of individual parts.
In this episode of Designed To Work we try to get a bit more specific about the look of the game. There’s a lot to consider!
Welcome back! After laying out the ‘elevator pitch’, now it’s time to map out some more of the important details for the game’s setting. Taking the time to plan upfront will help avoid heartache down the road. In this episode we’ll talk about theme, setting, and goals.
Designed to Work is an ongoing free series where I’ll show design in action by creating concept art for a fake videogame, one week at a time.
When it comes to art, technique and Design are equally important. Technique is what Ctrl+Paint spends most of its time exploring: Photoshop, brushwork, texture overlays, etc. But in my day-to-day work, a significant amount of time is spent answering the question ‘why?’. Why should a vehicle have 6 wheels instead of 4? What color should the villain’s costume be? How tall should a fortress rise above the battlefield? These questions drive the end result as much one’s technical ability in Photoshop or with a paintbrush.
Finally, expect this series to differ from the standard Ctrl+Paint format. Unlike my other videos, this series will sometimes wander in unexpected directions. In the real world, art is hard to plan, and often takes unpredictable turns due to unforeseen factors. Instead of overly planning this video series, my intention is to let the direction play out organically. Stay tuned!