Ques­tion What’s the key to achiev­ing the Star Wars de­sign aes­thetic?

Si­mon Newy, Aus­tralia

ImagineFX: Sci-fi & Fantasy Art magazine - - Imagine Nation Artist Q&a -

An­swer

Tony replies

When cre­at­ing any­thing for the Star Wars uni­verse, there are a few thoughts to con­sider. For one thing, the vis­ual aes­thetic has changed some­what over the years. The orig­i­nal tril­ogy, the pre­quel tril­ogy, and the video games (I’m mostly think­ing about The Old Re­pub­lic here) each have their own spe­cific look, but there is a thread of Star Warsi­ness (that’s ac­tu­ally a tech­ni­cal term) that runs through them all. Here I’ve drawn a spread of bounty hunt­ing equip­ment as an ex­am­ple of the shapes and tex­tures of a gal­axy far, far away.

When start­ing off, there are two main ap­proaches I use. If the ob­ject has some kind of real-world coun­ter­part, such as hand guns for blasters, or axes for vi­broaxes), try mix­ing and match­ing parts with thumb­nail draw­ings – much like the way a prop creator kit-bashes con­struc­tion mod­els of aero­planes, cars and ships.

In the sec­ond im­age I’ve com­bined sev­eral pieces of real-world guns to cre­ate some­thing that feels unique, a bit oth­er­worldly, and yet still recog­nis­able as a pro­jec­tile weapon. Try adding a few fu­tur­is­tic shapes to your sil­hou­ettes and voilà! You’re on the road to Star Warsi­ness.

My sec­ond ap­proach is for when you want to de­sign some­thing that looks un­like any­thing from our world. Take space ships, for ex­am­ple. Boba Fett’s Slave I and the Mil­len­nium Fal­con are based on a radar dish and ham­burger (with olive tooth­picked to the side) re­spec­tively, which should give you some idea of how far you can take things. Use in­spi­ra­tion from the ob­jects around you and then imag­ine how some­thing with that par­tic­u­lar sil­hou­ette would func­tion as a ve­hi­cle.

In a gal­axy far far away, a bounty hunter must to be able to han­dle ran­cors and Jedi alike. Th­ese items will help. For cre­at­ing some­thing unique, I draw thumb­nail sil­hou­ettes be­fore flesh­ing out the de­sign.

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