Chapter 2: Load, Carry & Pannier Logic
Created by Sarah Choi (prompt writer using ChatGPT)
Load, Carry & Pannier Logic for Creature Concept Artists
Designing mounts, companions, and beasts of burden isn’t just about strapping bags onto a creature’s sides. Every load, saddle, pannier and harness is a quiet story about physics, anatomy, culture, and gameplay needs. When you understand how weight, leverage and control actually work, your designs become more believable, more comfortable for the creature, and much clearer for 3D, rigging, animation and gameplay.
In this article we’ll explore load, carry and pannier logic through the lens of saddle systems, reins and harnesses, with equal attention to concept-side exploration and production-side clarity.
1. Thinking Like a Load Engineer
Before drawing straps and bags, train yourself to think like a structural engineer for living bodies.
1.1 Where does the weight really go?
On real animals, you never want heavy load directly on:
- The neck/vertebrae crest
- The spine’s sharp processes (spinous processes)
- The soft belly with no skeletal support
Instead, weight is distributed over:
- Ribcage (broad, strong, curved surface)
- Pelvic girdle / hips (solid bone structure)
- Shoulder girdle / withers (where the spine transitions and muscles are thick)
For your creatures, even fantastical ones, try to identify analogous regions:
- Where is the “withers” equivalent (highest stable point of the torso)?
- Where is the main mass of the ribcage?
- Where are bony landmarks that can safely carry weight (scapula plates, pelvic ridges, armored rings)?
Place saddles, panniers and harness anchor points so they sit over these supportive regions. Even if your anatomy is invented, your audience will subconsciously feel the design is plausible when load-bearing parts line up with thick, structural masses, not hollow, squishy areas.
1.2 Center of mass and balance
Any time you design a pack system, ask:
- Where is the creature’s center of mass when unloaded?
- How does the gear shift that center of mass?
If you overload the rear, the creature will look like it’s dragging. Overload the front, and it appears nose-heavy and strained. Symmetrical side panniers should:
- Sit at similar heights
- Have similar volumes or at least similar implied weights
Even subtle asymmetry can be used narratively: a tilted saddle might tell you this mount has been roughly treated or hastily loaded, while a perfectly even, disciplined rig suggests military precision.
1.3 Comfort, friction, and chafing
Harnesses and saddles sit between hard anatomy (bone) and moving skin. In motion, this interface is full of friction and shear forces.
To convey that you’ve thought about comfort:
- Show padding at high-friction points (under buckles, across withers, around the chest).
- Use broad straps in areas of heavy load to spread pressure.
- Use narrower straps only where you’re mainly looking for control, not weight-bearing.
Even stylized designs benefit from hints of this logic—thick pads, double-layered leather, or fur-lined collars all signal a creature treated as a living partner, not just a moving crate.
2. Saddle Systems: Platforms, Plates and Perches
Saddles are the primary interface between creature and rider or cargo. Depending on your creature’s anatomy and role, think of saddles as:
- Perches for single riders (light cavalry, scouts, messengers)
- Platforms for multiple riders, archers, gunners, or cargo
- Plates integrated into armor or exoskeletons
2.1 Reading the back: flat, arched, segmented, spined
Start with your creature’s dorsal silhouette.
- Flat-backed creatures (like many horses) take traditional saddles well. You can show a continuous saddle tree that bridges the spine without touching it.
- Arched or sway-backed creatures might need saddles that hug and distribute weight along the curve—multi-part saddles or flexible backplates.
- Segmented or plated backs (armored reptiles, exoskeletal beasts) invite saddles that hook between plates or lock into notches, like a modular docking system.
- Spined or finned backs (spikes, dorsal fins, ridges) require saddles that either weave between protrusions or sit perched above them on a raised frame.
When designing, sketch quick cross-sections:
- Where does the saddle tree float above the spine?
- Where are padding layers?
- How do straps wrap around ribcage and torso volume?
This cross-sectional thinking helps avoid “floating saddle pasted on top” syndrome.
2.2 Saddle trees, frames and rigid components
The saddle tree (or equivalent frame) is the rigid skeleton of the saddle. In fantasy designs, you can push this into:
- Wood or bone frames carved from local beasts or sacred trees
- Metal or composite frames with industrial, sci-fi or magitech language
- Exoskeletal grafts integrated directly with the creature’s armor or grown chitin
Key idea: the tree must bridge the spine, not press down onto it. Show this by having the frame rest on broader pads that sit over the ribcage and muscle masses. In production, call this out with a side-cutaway or a small structure callout.
2.3 Saddle types by role
Think of saddle design as a quick read of usage:
- Riding saddles (single rider)
- Compact, secure seat
- High front (pommel) and rear (cantle) for rough terrain
- Minimal side boards; allow creature’s ribs to expand for breathing
- War / cavalry saddles
- Higher cantle and pommel for bracing during swings or recoil
- Flared side plates for leg protection and gear attachment
- Reinforced connection points for banners, lances, or weapon holsters
- Pack saddles (cargo)
- Wide, flat platforms or frames
- Dedicated pannier hooks and lashing points
- Reduced or absent rider seat; more emphasis on balance and stability
- Howdahs and platforms
- Tall structures with railings, canopies, or turrets
- Multiple anchor belts and belly-bands
- Tools for boarding (ladders, hanging ropes, gangplanks)
Link these choices directly to the creature’s faction, technology level and environment. A desert caravan beast will have very different saddle solutions than a cliff-dwelling mount used by sky-pirates.
3. Reins, Control Lines and Communication
Reins and control lines are how handlers communicate intent to a creature. Even in worlds with telepathy or magic, visible lines help the player read control states.
3.1 Where reins connect – mouths, muzzles, horns, collars
Real bridles usually connect near the mouth (bit), nose, or poll (behind the ears). For fantasy creatures, consider:
- Mouth bits for creatures with strong jaws and lips that can safely hold metal or bone pieces.
- Nosebands or muzzles for beaks, tusks, or creatures whose mouths are too delicate or weaponized for bits.
- Horn or antler rigs where reins attach to rings on a horn harness, allowing angles of pull that steer the head.
- Neck collars or chest yokes where reins signal through pressure on the shoulders rather than the face (good for beasts whose heads are hard to access or armored).
Design these attachment points with logic:
- The line of pull should lead naturally to a change in head direction or posture.
- Avoid strange angles where pulling the rein would do nothing or cause obvious harm.
3.2 Single vs multi-line systems
Consider how many points of control your rider or handler needs:
- Simple single-pair reins (left/right) for basic turn and stop.
- Multiple control lines for complex creatures:
- A third line connected to a tail brace or dorsal fin to signal “stop” or “brace.”
- Separate lines for upper and lower jaws on a double-mouthed creature.
- Chest control lines for pacing and speed, head lines for direction.
In production, clearly separate functional lines (control) from decorative tassels or ribbons by:
- Giving control lines consistent thickness and attachment logic.
- Using color or material contrast in callouts.
3.3 Signaling systems for NPC handlers
Not all creatures are ridden—some are led from the ground. For these beasts:
- Show longer lead reins or nose ropes.
- Add control sticks, flags, clickers or bells to signal commands.
- Use body language – a handler leaning back on the rope to halt a massive beast communicates weight and tension.
For NPC caravans, consider a chain of beasts linked by minimal control rigs, suggesting routine familiarity rather than tight, militaristic discipline.
4. Harnesses: Translating Muscle into Work
Harnesses are where your design really gets to show load flow—how the creature’s pull or push is transferred to wagons, sleds, ploughs or siege engines.
4.1 Collar types: neck, chest, yoke
In real-world beasts of burden, different harnesses handle load differently:
- Neck or throat-girth harnesses are older and less efficient; the load presses on the throat and can restrict breathing under heavy pull.
- Chest / breastband harnesses distribute force across the chest muscles but are better for lighter loads.
- Collars or padded yokes sit around the shoulders, allowing the animal to lean its whole body forward and use core and leg power.
For your fantasy beasts, ask:
- Where are the strongest pushing surfaces? Chest plates, shoulder balls, clavicle armor?
- Are there exoskeletal ridges that could act like integrated yokes?
Show thick collars or padded bands at those key areas. Convey direction of pull with angled straps leading backwards towards the vehicle or load.
4.2 Traces, breeching and belly bands
A complete harness set often includes:
- Traces – the main straps or chains that transmit pulling force from collar to vehicle.
- Breeching straps – straps around the rump that let the animal brake the vehicle when going downhill.
- Belly bands – stabilizers that keep the harness from riding up or sliding.
When you draw them, think:
- Traces should follow a clean line backward or sideways toward the load.
- Breeching should sit across the widest part of the rump, not under the tail or too low on the legs.
- Belly bands hug the underbelly but avoid sensitive genitals and allow for breathing expansion.
In production orthos, call out these parts clearly. Animation and rigging teams will want to know which straps must deform, which can remain more rigid, and where dynamic simulation might be needed.
4.3 Multi-creature hitches
In fantasy worlds, you might have:
- Multiple small creatures pulling a large sled.
- Paired beasts yoked together for redundancy or status.
- Mixed species teams combining different strengths.
Use harness design to express:
- Hierarchy – the lead creature might have ornate headgear and lighter traces, while flank beasts have heavier collars.
- Cultural logic – ritual braids connecting beasts, sacred knots, or clan emblems on yokes.
Show how the load splits: a central bar, branching traces, or harness rings that distribute force in different directions. This matters for both believability and gameplay readability.
5. Panniers, Packs and Load Geometry
Panniers and packs are where your worldbuilding can explode into interesting silhouettes—just be sure they still obey load logic.
5.1 Side panniers and volume distribution
Side panniers sit like saddlebags or crate rigs along the flanks.
Key considerations:
- Symmetry: left and right should feel roughly balanced in volume and density.
- Vertical placement: keep packs low enough not to hit the spine, but high enough they don’t drag or hit knees.
- Width: oversize panniers can change the creature’s gait or make doors, tunnels and narrow paths tricky.
Convey weight with shape language:
- Heavy loads sag and pull straps into tension curves.
- Light loads stay boxy and crisp.
5.2 Stacked loads and lashing logic
For tall loads (bundles, crates, barrels, even portable shrines), think in layers:
- Base layer – closest to the saddle frame, tightly strapped and rarely moved.
- Mid layer – medium-use items, accessible but still well-secured.
- Top layer – light or frequently used items (blankets, water skins, tools) that can be quickly grabbed.
Make sure your lashing reads:
- Straps cross diagonally to prevent side-slip.
- Ropes wrap around anchor points clearly visible on the saddle frame.
- Knots or buckles appear where a human (or creature-handler) could realistically reach them.
5.3 Specialized pannier roles
Beyond generic bags, design panniers as purpose-built equipment:
- Medical panniers – modular compartments, roll-up bandage packs, vials in shock-protected nests.
- Merchant panniers – multiple lockable drawers, sample displays, small canopy supports.
- Military panniers – ammo crates, shield racks, spear tubes, portable barricade panels.
- Explorer panniers – bedrolls, tent poles, tripod mounts, survey gear.
Treat them like mini-vehicles: what’s the loadout, and how does it support the character’s role in the story or gameplay loop?
6. Species-Specific Load Logic
Different body plans demand different load and harness solutions. Use this as a creativity engine rather than a limitation.
6.1 Quadrupeds: classic beasts of burden
Most traditional mounts and pack animals are quadrupeds.
- Saddle base: straddles the ribcage, tied down with a girth strap behind the forelegs.
- Panniers: hang slightly behind the saddle line, at the creature’s center of mass.
- Harness: collars and breastbands align with the chest and shoulder line.
For heavily muscled or armored quadrupeds, you can exaggerate the thickness of padding and straps, giving a chunky, robust impression.
6.2 Hexapods and multi-limbed mounts
Extra limbs give extra opportunities:
- Forward limbs might bear additional harness points, like chest yokes split between limb pairs.
- A middle pair of limbs could be freed up for manipulation while front and rear pairs carry or pull loads.
- The back may be segmented, with multiple saddle pods—for example, front for pilot, rear for gunner, mid-section for cargo.
Your pannier logic can stagger across segments, creating visual rhythm while still respecting balance.
6.3 Long bodies: drakes, giant lizards, serpents
Elongated creatures challenge traditional saddle placement:
- A single central saddle platform can sit over the thickest rib area.
- Additional modular saddles can be daisy-chained along the back, each with their own small panniers.
Harnesses may wrap around rib rings rather than using a single girth. For serpentine creatures without legs, think of sling harnesses that cradle the body at intervals, connected to a central cargo frame or sled.
6.4 Arthropods and exoskeletal mounts
Chitin and hard plates invite bolted, clamped or grown-on gear:
- Saddle frames that clamp around thoracic plates.
- Panniers that hook under plate edges.
- Harness elements that fit into natural grooves without cutting into the body.
Weight bearing often centers on the thorax where legs attach. Rear segments might be better suited for light gear or weapon mounts rather than heavy panniers.
6.5 Aerial and semi-aerial beasts
Flying or gliding mounts need careful weight control:
- Keep loads close to the center of mass and near the wing root.
- Avoid bulky panniers on wing joints where they can interfere with flapping.
- Use streamlined, fuselage-like saddle pods with integrated gear bays.
Harnesses can double as safety rigs for riders, with tethers and harness lines that prevent falls in turbulence or aerial maneuvers.
7. Comfort, Safety and Creature Welfare Reads
Even if your world is grim and cruel, your designs benefit from a clear sense of how well (or poorly) creatures are treated.
7.1 Signals of humane vs abusive rigs
Humane rigs typically show:
- Generous padding at pressure points.
- Even load distribution and balanced panniers.
- Clean, well-maintained leather, rope or cloth.
- Straps that are snug but not cutting.
Abusive rigs might show:
- Raw skin, scars, fur rubbed off under straps.
- Sharp, wire-like cords digging into flesh.
- Overloaded, sagging panniers.
- Jury-rigged repairs that suggest desperation.
For G-rated or T-rated games, you can suggest this indirectly—through worn patches, slightly uneven loads, or hints of strain in the creature’s posture. For darker tones, you can lean into more graphic detail, but always purposefully.
7.2 Rider and handler safety
Design rigs that protect riders and handlers as well:
- Handholds or grab straps on saddles.
- Foot stirrups, platforms or footholds placed in anatomically plausible positions.
- Guardrails or waist belts on high platforms.
In production, call out these features clearly—level designers and animators will rely on them when planning mount interactions and dismount, fall, or combat animations.
8. Concepting Workflows vs Production Deliverables
The same load-and-harness logic supports different needs depending on whether you’re working on concept-side ideation or production-side handoff.
8.1 For concept-side exploration
In early phases, focus on:
- Big-picture silhouette: how do saddle, panniers and harness change the creature’s outline?
- Readability of role: can we tell at a glance if this is a war mount, merchant beast, explorer’s companion, or sacred ritual carrier?
- Cultural flair: do materials, knot styles, ornaments and patterns speak to a specific culture, faction or tech level?
Use rough shape blocking to try multiple load configurations:
- Unladen vs fully laden versions.
- Light scout loadout vs heavy siege loadout.
- Civilian caravan vs militarized convoy.
These explorations help art directors and game designers choose a direction before details lock in.
8.2 For production-side clarity
When the design is approved, shift your focus toward:
- Consistent strap routing in orthos (front, side, back views).
- Clear callouts for each major component: saddle frame, girth, breastband, traces, pannier hooks, etc.
- Modularity: which parts can be swapped for variants (e.g., war vs civilian pannier sets)?
Provide:
- Unrigged version of the creature (naked model sheets) so modelers understand underlying anatomy.
- Gear-only sheets breaking out saddles, harnesses and panniers exploded-view style.
- Pose sketches showing how gear behaves as the creature turns, rears, or lies down.
This reduces guesswork and protects your design intent as it travels through modeling, rigging, animation and gameplay implementation.
9. Practical Tips for Your Next Load-Bearing Creature Design
To make this actionable, here’s a simple internal checklist you can keep in mind while designing, even if you don’t write it out for the team:
- Find the skeleton – Identify ribcage, pelvis, and shoulder regions where weight can logically rest.
- Mark the center of mass – Keep major loads clustered around this point.
- Design the saddle frame – Decide if it’s a simple riding saddle, a pack frame, or a full platform.
- Route the straps – Make sure girths, collars and traces follow believable paths and avoid soft or vulnerable areas.
- Balance the panniers – Check silhouette and volume balance from front, side and back.
- Specify role – Is this loadout for war, trade, exploration, ritual, or everyday travel?
- Check comfort and safety – Look for padding, handholds, and any obvious pain points for the creature.
- Provide variations – Show at least a light and heavy load version if relevant to gameplay.
- Break out gear for production – Separate gear into pieces with clear naming and attachment points.
10. Bringing It All Together
When you treat saddles, reins, harnesses and panniers as an integrated load system rather than decoration, your mounts and beasts of burden instantly feel more real and more embedded in their worlds.
For concept artists on the exploration side, this logic gives you a toolbox for inventing believable solutions across many species, cultures and tech levels. For production-side artists, it ensures your designs are buildable, riggable and animatable without endless rework.
Every strap, buckle and crate can tell the audience something: about how a society values its animals, how it wages war, how it trades, travels and worships. When you get the load and carry logic right, your creatures stop being props that move loot and become living, working partners in the story.