Vehicle Design Project 1

VEHICLE DESIGN PROJECT 1

|| 20/04/2026 - 26/07/2026 (Week 01 - Week 14)
|| Bachelor of Design in Creative Media (Entertainment Design)
|| GCD61804  Vehicle Design
|| Project 1 Pre-Production


Table of Content

  1. Instruction
  2. Progress
  3. Final Outcome 
  4. Feedback
  5. Reflection


INSTRUCTION



PROGRESS

In this project, we were required to develop and design a vehicle and props based on a chosen theme or topic. I decided to connect my vehicle design with my environment project, so I continued using the same theme inspired by The Legend of Zelda. The main goal of this vehicle design was to create a transportation system that could help players explore challenging terrains or specific areas within the environment.

Moodboard





Idea and Concept

Vehicle

I want to design a momentum-driven vehicle inspired by the gliding of hovercraft and the aerodynamic systems of gliders. This vehicle is designed for fast travel across water and temporary aerial gliding between cliffs, islands, dams, and other elevated terrain.

Function of the Vehicle:
  • Hover smoothly above water using air cushion technology
  • Absorb and compress water while moving
  • Use water pressure to generate temporary launch boosts
  • Deploy foldable sails for gliding
  • Traverse long distances using wind and momentum
  • Glide from high terrain even without stored water
Props
I want to design a high-speed riding suit designed for the vehicle to cross water and air environments. The suits are inspired by MotoGP and F1 suits to help the driver safely control the vehicle during rapid acceleration, water traversal, and aerial gliding.

Function of the pro:
  • Maintain stability during high-speed movement
  • Protect the body from impact, wind, water, heat, and cold
  • Improve control while steering and gliding
  • Stay securely attached to the vehicle during rapid acceleration and aerial movement

Exploration and Sketches


My initial idea was to design the vehicle based on a Stingray shape while incorporating functional elements inspired by squid-like creatures. Before moving into the sketching phase, I conducted research on these creatures to understand their unique characteristics, movement, and survival mechanisms.



I explored various vehicle shapes, styles, and functional approaches throughout the design process. Initially, I focused on maintaining the Stingray-inspired silhouette and developed a more organic design language based on the creature’s natural form and movement. However, after multiple consultations and several rounds of iteration, I gradually shifted the design direction towards a more geometric and hard-surface approach.

Lastly, I decided to use idea #9 as the foundation of my vehicle design because it successfully combines both the visual inspiration and functional requirements that I wanted to achieve. The silhouette still maintains the recognizable characteristics of a Stingray, while reducing the overly organic and flowy appearance to create a more structured and mechanical form. 


Based on idea #9, I continued developing the concept by creating more sketches and exploring different gameplay possibilities for the vehicle. I experimented with two main approaches: the first concept allows the player to stand on top of the vehicle while gliding, creating a more open and dynamic experience where the player can feel more connected to the environment.

The second concept focuses on a more enclosed design, where the vehicle includes an integrated cockpit or seating area for the player to sit inside and directly control the vehicle. This approach provides a more practical and immersive interaction between the player and the vehicle.


SILHOUETTE



ROUGH VALUE PAINTING



DESIGN BREAKDOWN



COLOR AND TEXTURES



PROPS SKETCHES


I chose the middle design as my base for props.




FINAL OUTCOME




FEEDBACK

Sir Kannan suggested that I could redesign the vehicle so that the player sits inside the vehicle while still maintaining the original overall design direction. Instead of having the player stand on top of the vehicle, I could integrate a dedicated seating area by modifying the existing form and creating an opening or inserted space within the structure.

Besides the structural adjustment, Sir Kannan also advised me to reconsider using carbon fibre textures for the interior materials, as the surface would appear too smooth and slippery, which may not be suitable for a functional vehicle interior.



REFLECTION

Throughout this project, I explored and developed many different ideas regarding the shape, structure, and functions of the vehicle. Since I did not have much knowledge or experience in vehicle design, the early stage of the process was challenging, and it took me time to understand the design logic and decide on the most suitable direction for the concept.

Through continuous exploration, sketching, and consultation with Sir Kannan, I gradually gained a clearer understanding of how to balance the vehicle’s visual design with its functionality. Based on his feedback, I decided to develop the vehicle as a sitting-based design rather than a standing platform, as this approach provides a more believable interaction between the player and the vehicle while creating a more immersive gameplay experience.

Overall, I felt quite uncertain and confused during the initial stage of the project, especially when exploring the possibilities of vehicle structure and function. However, as the project progressed, I gained a better understanding of the design process and learned the importance of researching, experimenting, and receiving feedback to improve my ideas.

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