Table of Contents: Prop Design
Created by Sarah Choi (prompt writer using ChatGPT)
Prop Design for Video Games
Table of Contents
Written for aspiring artists, indie studio artists, and AAA professionals. Each unit is scaffolded with clear projects for Beginner, Intermediate, and Advanced / Expert.
Part I — Orientation & Foundations
Unit 1 — The Prop Concept Artist
- Sub-units: Roles across indie / AAA, deliverables, collaboration map
- Ch.1: What prop concept art solves (readability, interaction, story)
- Ch.2: Deliverable types (silhouettes, orthos / turnarounds, exploded views, callouts, paintovers, skins)
- Ch.3: Reading briefs & asking the right questions (user, context, faction, tech level)
- Ch.4: Production constraints 101 (metrics, camera reads, platform limits)
Unit 2 — Design Fundamentals for Props
- Sub-units: Proportion, perspective, silhouette
- Ch.1: Measuring & proportion systems for handheld / tabletop / large props
- Ch.2: Perspective for cylinders & interfaces (ellipses, dials, screens)
- Ch.3: Silhouette, gesture & class readability
- Ch.4: Shape language ↔ function (friendly, utilitarian, ceremonial, dangerous)
Unit 3 — Function & Interaction 101 (Depiction Only)
- Sub-units: Affordances, states, motion cues
- Ch.1: Affordances & grips (how it’s held, pushed, turned)
- Ch.2: State changes & feedback (open / closed, on / off, safe / armed) — color / shape / light
- Ch.3: Kinematic hints (hinges, sliders, ratchets) for believable motion
- Ch.4: Safety devices & warnings as diegetic UI (no bypass guidance)
Unit 4 — Reference, Research & Visual Libraries
- Sub-units: Fieldwork, collections, research ethics
- Ch.1: Building a genre-specific prop library (domestic, industrial, sci‑fi, fantasy, historical)
- Ch.2: Moodboards that direct style, not copy (materials, graphics, ornament)
- Ch.3: Photo & diagram studies (orthographic overlays, part labels)
- Ch.4: Research packets (taxonomy, specs, language / typography refs)
Unit 5 — Prop Worldbuilding & Economy
- Sub-units: Manufacturing, materials, faction identity, environment fit
- Ch.1: Tech level & manufacturing constraints (casting, sheet metal, 3D print, handcraft)
- Ch.2: Supply chains & maintenance (spares, repairs, consumables)
- Ch.3: Factions & branding (insignia, motifs, language)
- Ch.4: Biome / climate adaptation (dust / snow / rain; heat / cold; waterproofing)
Part II — Prop Taxonomy & Categories
Unit 6 — Everyday & Environmental Props
- Sub-units: Household, office, street dressing
- Ch.1: Domestic sets (kitchen, bath, living) — clusters & use wear
- Ch.2: Office & studio — desks, lamps, organizers, peripherals
- Ch.3: Street / market dressing — stalls, kiosks, benches, trash / recycling
- Ch.4: “Lived‑in” storytelling without visual noise
Unit 7 — Furniture & Fixtures
- Sub-units: Seating, tables, storage, architectural attachments
- Ch.1: Chairs / stools / benches — ergonomics & joinery reads
- Ch.2: Tables / counters — frames, tops, feet & wobble control
- Ch.3: Storage — cabinets, wardrobes, lockers, drawers & latches
- Ch.4: Fixtures — handles, knobs, rails, switches, outlets
Unit 8 — Containers & Carry Systems
- Sub-units: Crates, cases, bottles, packs
- Ch.1: Box & crate families (wood, plastic, metal) — ribs & stacking logic
- Ch.2: Bottles / jars / cans — closures, seals, pressure cues
- Ch.3: Soft goods — backpacks, slings, pouches, straps & hardware
- Ch.4: Security / ID — locks, tags, seals (depiction only)
Unit 9 — Tools & Kits
- Sub-units: Hand tools, power tools, measuring
- Ch.1: Hand tools — grips, leverage, edge protection
- Ch.2: Power tools — vents, guards, battery packs & cables
- Ch.3: Measuring & marking — rulers, calipers, lasers, levels
- Ch.4: Field kits & roll‑ups — layout logic
Unit 10 — Crafting & Resource Props
- Sub-units: Raw materials, benches, stations
- Ch.1: Ingots, beams, sheets, fabrics, reagents
- Ch.2: Workbenches & vises — clamping & debris control
- Ch.3: Storage systems — bins, racks, shadow boards
- Ch.4: Upgrade benches & game economy hooks
Unit 11 — Tech & Devices
- Sub-units: Comms, sensors, wearables
- Ch.1: Phones, tablets, terminals — bezels, ports, thermal logic
- Ch.2: Radios & scanners — antenna language & indicators
- Ch.3: Wearables — watches, HUDs, exo‑accessories
- Ch.4: Smart home / ship devices — status lights & pairing
Unit 12 — Medical & Scientific
- Sub-units: Medkits, lab gear, field equipment
- Ch.1: Sterility, seals & tamper evidence
- Ch.2: Instruments & disposables — trays & count control
- Ch.3: Diagnostics — screens, readouts, color codes
- Ch.4: Emergency props — AEDs, stretchers, rescue packs
Unit 13 — Food, Packaging & Marketplace
- Sub-units: Produce, prepared, packaged
- Ch.1: Food shapes, moisture, translucency cues
- Ch.2: Containers & wraps — lids, clamshells, vac‑seals
- Ch.3: Branding & nutrition icon systems (locale aware)
- Ch.4: Market layouts & stall ecosystems
Unit 14 — Natural & Organic Props
- Sub-units: Flora, fauna, fossils
- Ch.1: Plant bundles, roots, cuttings & display stands
- Ch.2: Bones, skulls, antlers — porosity & fracture patterns
- Ch.3: Shells, corals, minerals — growth logic & polish
- Ch.4: Specimen jars & preservation cues
Unit 15 — Books, Documents & Signage
- Sub-units: Books, files, posters, wayfinding
- Ch.1: Book spines, bindings & aging
- Ch.2: Paper stacks, clips, folders & tabs
- Ch.3: Posters & placards — adhesives, lamination, mounts
- Ch.4: Signs & wayfinding — pictograms, hierarchy, lighting
Unit 16 — Cultural, Ritual & Entertainment Props
- Sub-units: Instruments, toys, ceremonial objects
- Ch.1: Musical instruments — strings, wind, percussion shape logic
- Ch.2: Toys & games — bright reads & safety cues
- Ch.3: Ritual objects — symbolism & materials (cultural respect)
- Ch.4: Sports & performance props — durability reads
Unit 17 — Transport‑Adjacent Props
- Sub-units: Fuel, maintenance, travel
- Ch.1: Fuel cans, funnels, chargers, adapters
- Ch.2: Jacks, chocks, straps, tie‑downs
- Ch.3: Luggage & cases — wheels, handles, locks
- Ch.4: Roadside / shipboard kits — triangles, flares (depiction)
Unit 18 — Security & Access Systems (Depiction)
- Sub-units: Locks, keys, ID, cams
- Ch.1: Mechanical locks & keys — anatomy cues only
- Ch.2: Keycards, fobs & biometrics — status / readability
- Ch.3: Cameras / sensors — lenses, IR windows, housings
- Ch.4: Safes & access panels — hinges, bolts, seals (no bypass)
Unit 19 — Hazardous & Industrial Props
- Sub-units: Barrels, valves, gauges, PPE
- Ch.1: Drum types & bungs — UN markings & hazard labels
- Ch.2: Pipes & valves — flanges, unions, bleed points
- Ch.3: Gauges & meters — needles, LED bars, glass
- Ch.4: PPE — helmets, masks, gloves, suits
Unit 20 — Magic, Arcane & Ritual Tech
- Sub-units: Artifacts, foci, catalysts
- Ch.1: Material alchemy — glass, crystal, bone, metal
- Ch.2: Sigils, inlays & light language
- Ch.3: Energy reservoirs & cooldown logic
- Ch.4: Avoiding trope soup — fresh motifs
Unit 21 — Sci‑Fi Prop Families
- Sub-units: Power, drones, fabricators, scanners
- Ch.1: Cells & canisters — charge states & interlocks
- Ch.2: Drones & bots — docking, charging, stowage
- Ch.3: Fabricators & printers — bays, build volumes, hoods
- Ch.4: Scanners & analyzers — antennas, displays, readout logic
Unit 22 — Post‑Apocalyptic Salvage & Kitbash
- Sub-units: Repair, reuse, bricolage
- Ch.1: Fasteners & straps — visible hardware language
- Ch.2: Patches & plates — rivets, welds, stitches
- Ch.3: Mixed material palettes — “found” color
- Ch.4: Plausible failures & field fixes
Part III — Systems & Details
Unit 23 — Materials & Surface Language
- Sub-units: Wood, metal, plastic, glass, ceramic, fabric, rubber
- Ch.1: Coatings & finishes (matte / gloss, anodize, paint, glaze)
- Ch.2: Wear patterns (edges, oils, stains, chips, scorch, dust)
- Ch.3: Translucency, transparency & subsurface cues
- Ch.4: Conveying mass, temperature & history
Unit 24 — Mechanisms & Moving Parts (Depiction)
- Sub-units: Hinges, latches, springs, gears
- Ch.1: Motion ranges & stops; detents & clicks
- Ch.2: Sequencing for animation (open/close, latch / unlatch)
- Ch.3: Tolerances & fits — gaps, gaskets, seals
- Ch.4: Maintenance access & field‑service reads (visual only)
Unit 25 — Ergonomics & Human Factors
- Sub-units: Anthropometrics, grip geometry, accessibility
- Ch.1: Handles, knobs, grips — textures & profiles
- Ch.2: Reach envelopes & sight lines
- Ch.3: Left / right / disabled variants & cultural conventions
- Ch.4: Wearables & comfort systems
Unit 26 — Modular Systems & Families
- Sub-units: Sets, size ranges, attachment points
- Ch.1: Family planning (S / M / L, economy / premium)
- Ch.2: Connectors, rails & sockets — visual standards
- Ch.3: Variant logic & trim levels
- Ch.4: Documentation that downstream teams love
Unit 27 — Graphics Integration
- Sub-units: Labels, decals, icons, typography
- Ch.1: Information hierarchy & legibility
- Ch.2: Localization & number systems
- Ch.3: Hazard & compliance pictograms
- Ch.4: Brand systems, livery & wayfinding
Unit 28 — States, Interactivity & Feedback
- Sub-units: On / off, open / closed, damaged, crafted
- Ch.1: Readable state changes (color, light, geometry)
- Ch.2: Interaction prompts & diegetic UI
- Ch.3: VFX & audio hooks (beeps, glows, steam)
- Ch.4: Inventory icons & rarity tiers
Unit 29 — Scale, Measurement & Callouts
- Sub-units: Dimensions, standards, reference
- Ch.1: Common sizes & measurement conventions
- Ch.2: Scale references (hands, coins, rulers)
- Ch.3: Exploded views & notation systems
- Ch.4: Checklists & review gates
Unit 30 — Wear, Weathering & Storytelling Micro‑Details
- Sub-units: Repairs, stickers, stitching, provenance
- Ch.1: Repairs & improvised fixes — glues, tapes, stitches
- Ch.2: Ownership & provenance — labels, signatures, trophies
- Ch.3: Dirt maps, drip logic & gravity cues
- Ch.4: Age passes across a set
Part IV — Genres & Style Systems
Unit 31 — Style Systems: Stylized ↔ Realistic for Props
- Sub-units: Shape, edge, value, palette rules
- Ch.1: Proportion caricature & simplification
- Ch.2: Material reduction & “toon PBR” heuristics
- Ch.3: Harmonizing across teams & outsourcing
- Ch.4: Style drift — diagnosis and correction
Unit 32 — Genre Toolkits
- Sub-units: Fantasy, Sci‑Fi (hard / soft), Cyberpunk, Historical, Post‑Apocalyptic, Whimsical
- Ch.1: Design logic & references per genre
- Ch.2: Gameplay readability & class silhouettes
- Ch.3: Tech props & world hooks
- Ch.4: Crossing genres without losing coherence
Unit 33 — Faction Identity, Branding & Ornament
- Sub-units: Icons, motifs, inlays, colorways
- Ch.1: Visual dialects across cultures/eras
- Ch.2: Markings for team / role readability
- Ch.3: Personalization vs production consistency
- Ch.4: Manufacturing variance & “trim levels”
Unit 34 — Hero, Legendary & Puzzle Props
- Sub-units: Signature items as narrative anchors
- Ch.1: Lore mechanics & unique affordances
- Ch.2: Puzzles & multi‑state transformations
- Ch.3: Setpiece choreography & camera language
- Ch.4: Balancing spectacle with readability
Part V — Production & Collaboration
Unit 35 — From Brief to Package: The Prop Concept Pipeline
- Sub-units: Ideation → iteration → finals → handoff
- Ch.1: Silhouette banks & clustering matrices
- Ch.2: Proportion passes & A / B / C iteration (30% deltas)
- Ch.3: Orthos / turnarounds, exploded views & callout sheets
- Ch.4: Final packages: what to include and label for 3D / rigging / UI / VFX / audio
Unit 36 — 2D / 3D Hybrid Methods for Props
- Sub-units: Blockouts, scans, kitbashing, photobash ethics
- Ch.1: Speed blockouts & overpaints
- Ch.2: Scan / kitbash libraries & CAD pitfalls
- Ch.3: Lighting renders for paintover & material IDs
- Ch.4: Damage states & variant automation
Unit 37 — Partnering with Level Design, Systems, UI, VFX & Audio
- Sub-units: Metrics, motion, interaction
- Ch.1: Placement metrics & pick‑up radii
- Ch.2: Interaction & crafting loops — clarity beats
- Ch.3: VFX / audio hooks (glints, glows, beeps, steam)
- Ch.4: UI & accessibility (icons, color‑blind safe, subtitles)
Unit 38 — Readability Across Cameras & Distances
- Sub-units: FPP, TPP, isometric, VR/AR, marketing
- Ch.1: Camera‑specific silhouette & material treatment
- Ch.2: Color coding & hazard language under motion blur
- Ch.3: LOD thinking baked into concepts
- Ch.4: Inventory & key art angles
Unit 39 — Optimization, Modularity & Reuse
- Sub-units: Prefabs, kits, LOD thinking
- Ch.1: Modular sets & “breakup” logic
- Ch.2: Reuse patterns without visual noise
- Ch.3: Texture / material budgets & atlases
- Ch.4: Documentation that downstream teams love
Unit 40 — Prop Sets & Ecosystems
- Sub-units: Interior / exterior dressing at scale
- Ch.1: Set blueprints & density control
- Ch.2: Theme packs & faction variants
- Ch.3: Clutter vs clarity — rules of thumb
- Ch.4: Seasonal & event packs
Part VI — Advanced Practice & Professional Growth
Unit 41 — Advanced Narrative Prop Design
- Sub-units: Time layers, culture & “voice”
- Ch.1: Before / after storytelling (repairs, heirlooms)
- Ch.2: Micro‑clues: inscriptions, labels, trophies
- Ch.3: Boss / hero prop setpieces
- Ch.4: Subtext & symbolism without cliché
Unit 42 — Case Studies & Reverse‑Engineering
- Sub-units: Shipped games & museum studies
- Ch.1: AAA pipeline constraints — what changed the art
- Ch.2: Indie ingenuity — scope vs vision
- Ch.3: Museum reverse‑studies & material forensics
- Ch.4: Art test walkthroughs & rubric alignment
Unit 43 — Portfolio, Careers & Ethics
- Sub-units: Targeted portfolios, communication, contracts
- Ch.1: Sequencing a portfolio for recruiter flow
- Ch.2: Writing callouts & case notes that show thinking
- Ch.3: Collaboration skills, feedback loops, leadership
- Ch.4: Ethics of reference, dual‑use tech & cultural respect
Unit 44 — Sustainable Workflow & Creative Health
- Sub-units: Time, energy & lifelong practice
- Ch.1: Sprinting your personal projects
- Ch.2: Study plans (daily / weekly / monthly)
- Ch.3: Preventing burnout & building momentum
- Ch.4: Communities, mentorship & teaching