Design a vehicle for Star Citizen
Jort van Welbergen of production studio Foundry 42 reveals how he follows a concept brief for the upcoming space simulation epic SketchUp, Keyshot, Photoshop & Modo
Jort van Welbergen follows a brief for the space epic.
Not so long ago I was asked to design the first ground vehicle for the starship-rich universe of Star Citizen. This proved to be one of the most fun designs I’ve done in my career so far. Vehicle design is what I enjoy most of all in my work. It’s satisfying when I achieve the balance of interactive elements, raw mechanics and compelling aesthetics – for me, that’s what concept design is all about. It’s therefore my greatest pleasure to give fellow tech heads some insight into the way I go about designing these roving machines.
I’ll also give an exclusive look into the design pipeline here at Foundry 42. Designing a vehicle for yourself is completely different from designing one for such a complex game as Star Citizen, where every screen and every panel has to work and open. Yet working with such constraints has its benefits: the resulting vehicle is full of technical solutions that give it its own unique aesthetic.
Finally, a word of thanks to Graeme Palmer and Tomas Woodward who translated my concept into an even better 3D model, and Nathan Dearsley and Paul Jones, for their focused art direction.