Table of Contents: Vehicle Design
Created by Sarah Choi (prompt writer using ChatGPT)
Vehicle 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 Vehicle Concept Artist
- Sub-units: Roles across indie / AAA, deliverables, collaboration map
- Ch.1: What vehicle concept art solves (fantasy fulfillment, gameplay roles)
- Ch.2: Deliverable types (silhouettes, orthos, exploded views, cutaways, callouts, paintovers)
- Ch.3: Reading briefs & asking the right questions (role, terrain/medium, faction, tech level)
- Ch.4: Production constraints 101 (metrics, camera reads, platform limits)
Unit 2 — Design Fundamentals for Vehicles
- Sub-units: Proportion, perspective, silhouette
- Ch.1: Proportion systems & stance (wheelbase, track, ride height, CG)
- Ch.2: Perspective & ellipses for vehicles (cylinders, wheels, nacelles)
- Ch.3: Silhouette, negative space & read at speed
- Ch.4: Shape language ↔ function (friendly, aggressive, utilitarian)
Unit 3 — Mechanics & Function 101
- Sub-units: Locomotion, structure, packaging
- Ch.1: Power sources (ICE, electric, hybrid, fuel cell; speculative: fusion / anti-grav)
- Ch.2: Drivetrains & transmissions (FWD / RWD / AWD, gearboxes)
- Ch.3: Steering, suspension & brakes (kinematics, contact patches)
- Ch.4: Chassis & packaging (monocoque vs frame; occupants, cargo, hardpoints)
Unit 4 — Reference, Research & Visual Libraries
- Sub-units: Fieldwork, blueprints, teardown studies, research ethics
- Ch.1: Building a genre-specific vehicle library (racing, military, sci‑fi, utility)
- Ch.2: Moodboards that direct style, not copy (materials, livery, greebles)
- Ch.3: Photographic & diagram studies (orthographic tracing, note overlays)
- Ch.4: Research packets (taxonomy, specs, sound/motion refs)
Unit 5 — Vehicle Worldbuilding
- Sub-units: Era, tech trees, faction identity, environment fit
- Ch.1: Tech level & constraints (energy density, materials)
- Ch.2: Economy & logistics (fueling, maintenance, supply chains)
- Ch.3: Factions & branding (insignia, paint schemes, cultural motifs)
- Ch.4: Biome & climate adaptation (cooling, filtration, dust / snow / waterproofing)
Part II — Platforms & Typologies
Unit 6 — Land Vehicles: Wheeled
- Sub-units: Bikes, cars, trucks
- Ch.1: Motorcycle geometry & rider triangle
- Ch.2: Car classes & proportion templates (compact, sedan, coupe, SUV, pickup)
- Ch.3: Heavy vehicles (haulers, fire & rescue, armored cars)
- Ch.4: Stance, tire language & tread for terrain readability
Unit 7 — Land Vehicles: Tracked & Articulated
- Sub-units: Combat, utility, construction
- Ch.1: Track geometry & suspensions (bogies, idlers, road wheels)
- Ch.2: Armor, slope & silhouette breakups
- Ch.3: Tools & attachments (blades, cranes, dozer kits)
- Ch.4: Logistics & serviceability (hatches, access panels, tow points)
Unit 8 — Land Vehicles: Hover, Maglev & Speculative Ground
- Sub-units: Hovercraft, skimmers, antigrav
- Ch.1: Plausible physics cues (inlets, skirts, thrusters, dust/spray)
- Ch.2: Ground effect & altitude control reads
- Ch.3: Urban vs wilderness navigation cues
- Ch.4: VFX hooks for motion & interaction
Unit 9 — Air Vehicles: Fixed‑Wing
- Sub-units: Fighters, transports, gliders
- Ch.1: Wings & planforms (straight, swept, delta) and control surfaces
- Ch.2: Propulsion (prop, turbojet / fan) & intake / exhaust shaping
- Ch.3: Landing gear & ground ops reads
- Ch.4: Stealth, sensors & hardpoints
Unit 10 — Air Vehicles: Rotary & VTOL
- Sub-units: Helicopters, tiltrotors, ducted fans
- Ch.1: Rotor systems & anti‑torque solutions
- Ch.2: Lift in tight spaces & urban canyons
- Ch.3: Cabin packaging & doors/hoists
- Ch.4: Readability & hazard zones (rotor arcs, downwash)
Unit 11 — Air Vehicles: Sci‑Fi Flight
- Sub-units: Anti‑grav, spaceplanes, hoverjets
- Ch.1: Vectoring & gimbal logic
- Ch.2: Heat management (radiators, tiles) as design language
- Ch.3: Believable greebles & maintenance access
- Ch.4: Cinematic banking vs realism—when to cheat
Unit 12 — Sea Surface & Subsurface
- Sub-units: Boats, ships, subs
- Ch.1: Hull forms & stability (keels, chines, displacement vs planing)
- Ch.2: Propulsors (props, waterjets) & wake patterns
- Ch.3: Masts, sails & rigging for stylized worlds
- Ch.4: Submarines: sonar, fairings, sail & control surfaces
Unit 13 — Spacecraft & Orbital Vehicles
- Sub-units: Capsules, shuttles, carriers
- Ch.1: Modular hulls & docking standards
- Ch.2: RCS thrusters & translation reads
- Ch.3: Thermal control: radiators, ablatives
- Ch.4: Zero‑G interiors & cargo handling
Part III — Systems & Details
Unit 14 — Propulsion, Power & Energy
- Sub-units: Engines, fuel, batteries, reactors
- Ch.1: Visual signifiers (intakes, exhausts, cooling)
- Ch.2: Fuel storage & safety (bladders, tanks, shielding)
- Ch.3: Power routing (bus bars, conduits) & maintenance logic
- Ch.4: Speculative systems (fusion, antimatter, exotic drives)
Unit 15 — Chassis, Structure & Armor
- Sub-units: Frames, monocoques, skins
- Ch.1: Structural members & load paths
- Ch.2: Armor types & slope theory; ERA and spaced armor
- Ch.3: Maintenance access & modular panels
- Ch.4: Crash zones & survivability reads
Unit 16 — Suspension, Steering & Locomotion Details
- Sub-units: Wheels, tracks, landing gear
- Ch.1: Linkages, control arms & bushings
- Ch.2: Contact patches & terrain interaction
- Ch.3: Landing gear kinematics & door sequencing
- Ch.4: Exotic locomotion (legs, screws, snakebots) for vehicle‑adjacent ideas
Unit 17 — Cockpits, Bridges & UX
- Sub-units: Human factors, HUD, diegetic UI
- Ch.1: Seat positions, visibility cones & pillar design
- Ch.2: Controls & affordances (analog vs fly‑by‑wire)
- Ch.3: Diegetic UI & AR overlays; AI/autonomy modes
- Ch.4: Egress, safety gear & accessibility
Unit 18 — Materials & Surface Language
- Sub-units: Paints, metals, composites, glass/ceramics
- Ch.1: Coatings (matte / gloss, stealth RAM) & panel tone shifts
- Ch.2: Wear patterns (chips, streaks, mud, heat scorch)
- Ch.3: Decals, stencils & livery design systems
- Ch.4: Conveying mass, temperature & history
Unit 19 — Weaponization & Hardpoints
- Sub-units: Mounts, turrets, recoil & stabilization
- Ch.1: Mount geometry & traverse limits
- Ch.2: Ammo routing & feeds; energy conduits
- Ch.3: Sensor suites & targeting language
- Ch.4: Safety arcs & friendly‑fire prevention reads
Unit 20 — Cargo, Utility & Specialized Rigs
- Sub-units: Cranes, rescue, survey, mining, agriculture
- Ch.1: Tool ecosystems & power take‑off points
- Ch.2: Modular pods & mission kits
- Ch.3: Deployables (drones, ROVs, UGVs)
- Ch.4: Environmental compliance (filters, containment)
Part IV — Genres & Style Systems
Unit 21 — Style Systems: Stylized ↔ Realistic for Vehicles
- Sub-units: Shape, edge, value, palette rules
- Ch.1: Proportion exaggeration & caricature
- Ch.2: Material simplification for readability
- Ch.3: Harmonizing across teams & outsourcing
- Ch.4: Style drift—diagnosis and correction
Unit 22 — Genre Toolkits
- Sub-units: Racing, Military, Sci‑Fi (hard/soft), Cyberpunk, Fantasy, Post‑Apocalyptic
- 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 23 — Faction Identity, Branding & Livery
- Sub-units: Icons, insignia, decals, numbering
- Ch.1: Paint schemes & material blockers
- Ch.2: Markings for team / role readability
- Ch.3: Cultural motifs & visual storytelling
- Ch.4: Manufacturing variance & “trim levels”
Part V — Production & Collaboration
Unit 24 — From Brief to Package: The Vehicle Concept Pipeline
- Sub-units: Ideation → iteration → finals → handoff
- Ch.1: Thumbnails & silhouette banks
- Ch.2: Proportion passes & A / B / C iteration (30% deltas)
- Ch.3: Orthos, cutaways & callout sheets
- Ch.4: Final packages: what to include and label for 3D / rigging
Unit 25 — 2D / 3D Hybrid Methods for Vehicles
- Sub-units: Blockouts, kitbashing, photobash ethics
- Ch.1: Speed‑cage blockouts for stance & light
- Ch.2: Kitbash libraries & CAD pitfalls
- Ch.3: Lighting renders for paintover
- Ch.4: Damage states & variant automation
Unit 26 — Partnering with Gameplay, Physics, Animation, VFX & Audio
- Sub-units: Metrics, motion, interaction
- Ch.1: Metrics (hitboxes, clearances, approach/departure angles)
- Ch.2: Rigging for movable parts (suspension, gear, flaps)
- Ch.3: VFX hooks (smoke, dust, flame, contrails, wake)
- Ch.4: Audio cues (engine classes, servo whine, impacts)
Unit 27 — Color, Markings & Readability at Speed
- Sub-units: Livery, hazard language, lighting
- Ch.1: 1s / 3s / 5s reads in motion blur
- Ch.2: Team color logic & XOR shapes
- Ch.3: Head/tail/position lights & strobes
- Ch.4: Accessibility considerations (color blindness, contrast)
Unit 28 — Optimization, Modularity & Families
- Sub-units: Reuse, trims, variants, LOD thinking
- Ch.1: Modular kits & hardpoint standards
- Ch.2: Variant families (civil / police / military / racing)
- Ch.3: Reuse patterns without visual noise
- Ch.4: Documentation that downstream teams love
Part VI — Advanced Practice & Professional Growth
Unit 29 — Advanced Narrative Vehicle Design
- Sub-units: Time layers, culture & “hero” vehicles
- Ch.1: Before / after storytelling (refits, salvage)
- Ch.2: Micro‑clues: patina, maintenance, trophies
- Ch.3: Hero vehicles & setpieces
- Ch.4: Subtext and symbolism without clichés
Unit 30 — Case Studies & Reverse‑Engineering
- Sub-units: Shipped games & art tests
- Ch.1: AAA pipeline constraints—what changed the art
- Ch.2: Indie ingenuity—scope vs vision
- Ch.3: Art test walkthroughs & rubric alignment
- Ch.4: Remastering a legacy vehicle: a full teardown
Unit 31 — 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 32 — Sustainable Workflow & Creative Health
- Sub-units: Time, energy, and 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