INDICATIVE CONTENT
Within this module you will build on your previous experience of design fundamentals to develop an understanding of hard surface and vehicle design that considers use for TV/film. This will include:
Approaching in depth research towards establishing a design direction and solving a brief
A professional process of ideation and iteration towards a final design, increasing in specificity as the project progresses
Use of 3D methods for iteration and development
Use of appropriate branding and themes across designs
Professional presentation techniques of the vehicle and prop from multiple views
Understanding of industrial design techniques and key hard surface design principles
Understanding the requirements of vehicle and prop design with consideration of application to film/TV
Exploration of vehicle and prop design throughout time periods and across countries
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Vehicle & Prop Design Artbook 70%
You will produce a visually led concept artbook responding to a design brief, presenting the development and resolution of a vehicle and associated prop.
The artbook focuses on visual communication, including research imagery, ideation, iteration, functional design thinking and final outcomes. Evidence should be primarily visual, using sketches, diagrams, block-outs and final concept artwork.
The artbook will document a focused design journey, including:
Targeted research and visual analysis
Iterative ideation and refinement
Functional and structural design considerations
Final resolved designs presented to a professional concept standard
You may use technical drawing, digital painting and simple 3D block-outs as supportive tools for design exploration and presentation. 3D work is optional and non-mandatory and will be assessed only on its effectiveness as a design aid, not technical complexity.
Written content should be limited to headings, labels and short captions that support visual clarity. Extended written commentary or reflection is not required and will not be assessed as part of this component.
Assessment Component 2: Design Development Journal 30%
You will maintain a curated development journal evidencing their engagement with the design process across the module.
This component is the sole location for written analysis and reflection, and should include:
Explanation and justification of design decisions
Reflection on tutor and peer feedback
Evaluation of challenges, experimentation and iteration
Critical reflection on the final outcomes and personal development
The journal will be submitted as regular (e.g. 4 - 7) curated entries aligned to key project milestones rather than weekly logs.
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey.
Weekly seminar sessions will include tasks that gradually build on understanding and applying design principles. Activities such as group discussion, demonstrations and exploration will cover the application of hard surface design within games, TV and film. Research will be structured around supporting the problem solving of the design brief and will be supported through recommended books, websites and observational drawings.
Weekly workshop sessions will be focused on receiving and applying feedback resulting in design iteration.
LEARNING OUTCOMES
1. Analyse and research functional, aesthetic and contextual considerations relevant to vehicle and prop design for interactive worlds.
Research skills
2. Apply iterative concept design methods to develop and refine vehicle and prop designs that communicate clear form, function and visual intent.
Application & problem-solving
3. Produce a professionally presented concept artbook that communicates design development, visual decision-making and final resolved outcomes in response to a brief.
Digital literacy
4. Critically reflect on the design process, evaluating feedback, challenges and iterative improvements to inform future concept development.
Critical reasoning & collaboration
Reflection
RESOURCES
Software & Tools:
Digital Sculpting Tools (e.g. ZBrush or Blender)
3D DCC tools (e.g. 3ds Max or Blender)
3D Material Creation Tools (e.g 3D Coat or Substance Painter)
Digital Painting Software
Wacom Tablets
Games Development Workstation
Video editing software
Digital Academy Forum
Digital Academy Upload System
Data Projection Resource
TEXTS
3dTotal (2019). Beginner's Guide to Sketching: Robots, Vehicles & Sci-fi Concepts, 3DTotal Publishing
Mead, S. (2017). The Movie Art of Syd Mead: Visual Futurist, Titan Books.
Robertson, S. (2013) How to draw: Drawing and sketching objects and environments from your imagination. Culver City, CA: Design Studio Press.
Lidwell, W., Holden, K. and Butler, J. (2015) The pocket universal principles of design. Rockport, MA: Rockport Publishers.
Jang, S., Thaler, M. and Frederick, M. (2020) 101 things I learned® in product design school. New York: Three Rivers Press.
Norman, D.A. (2013) The design of everyday things. Revised and expanded edn. New York: Basic Books.
Zim, J (2023). Future Vehicle Concepts: Art Book, Independently published.
WEB DESCRIPTOR
Step into the world of professional vehicle and prop concept design, where imagination meets function. In this module, you will explore how artists design compelling hard-surface vehicles and props that feel believable, purposeful and visually striking.
Through industry-informed case studies drawn from games, film and television, you will analyse how real-world industrial design principles, scale, function and visual language shape iconic designs. You’ll experiment with ideation, iteration and visual communication techniques to develop designs that tell a story, solve problems and support a wider creative world.
By the end of the module, you will have produced a polished concept artbook showcasing a vehicle and related prop, demonstrating your ability to research, develop and present hard-surface designs with clarity, creativity and professional intent; a strong portfolio piece for concept art and design-focused roles.