Initial Concept Drawings of my SpaceShips
Taking everything I’ve researched into the physiology of shapes, I wanted to get
some drawings down on paper to help visualise my ideas on what ships I should
The most important design characteristic the ships should hold is the use of sharp
angles and lack of curves. This was the key to sub-consciously hint to the player
that this was an enemy arriving into the scene. Design commonality was also
something else the ships needed in common with each other; they needed to
share traits which meant it was obvious that they belonged to a particular
fraction or side.
Though I’m not partially great at drawing, it was easy enough and
somewhat useful just to get a birdseye silhouette drawing down on paper, this
would allow me to at least get the starting position for my modelling.
The battleships needed to symbolise power and strength, using a combination of
an equilateral triangle at the front and two right-angled triangles with a gap
helped create a sharp, sleek dominating silhouette which is evident from below
Figure 1&2.(image). Added strength is projected through the amount of
armament carried on board with all types of weaponry placed all over the ship.
The design commonality was set from the battleship type, that being the use of an
equilateral triangle at the front and two right-angled triangles. The ships
needed to be instantly recognisable as being on the same side, but not looking
identical to one another. This led me to push the right angled triangles together
to form another equilateral, Figure 3.(image) This slight change gave me what I
felt was needed and enough individualism for the destroyer.
The smallest of the ships doesn’t need to vary that much from the destroyer to
maintain design commonality. It can simply be the same structure as the
destroyer but contain less armament; Figure 4.(image) this will suit the ships
fast manoeuvrability and speed over the other ship types.