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

ImagineFX: Sci-fi & Fantasy Art magazine - - Issue 141 December 2016 -

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.

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