Something else for the TS3 game. Designing a toy is both fun and boring at the same time. You have some interesting restrictions to play around with and the result is appealing and familiar even when it's something new. But then there's this frustrating threshold of imagination and life that you just can't cross without losing the things that make it toy-like.
I never finished the interior shots because the game went a different direction, but you can at least see where I was planning to go.
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prety cool sam.
ReplyDeleteI wonder if painting the interior of toy playsets taps into that kid part of the psyche--the part that wanted to shrink one's self down to play with the toys on a big scale. The piece with Woody on the elevator conjures up those old kid feelings for me.
ReplyDeleteI love these! It's just a shame no one's capitalized on TARDIS technology yet. I mean, the thing's clearly larger on the inside. Greedy British outer space time travelers, keeping all the coolest toys to themselves...
ReplyDeleteI love seeing this kinda stuff on your blog! I also enjoyed the Bolt stuff you posted a while back.
ReplyDeleteGreat stuff as always, I really enjoy the interior shots!
ReplyDeletenice insight. thanks
ReplyDeletenice
ReplyDeleteGo Sam GO!
ReplyDeleteAwesome work, Sam! I was wondering, what were some of the restrictions you faced when you were designing this piece or in general when doing toy designs?
ReplyDeleteEddie: Toy makers are usually trying to cut as many costs as possible, so you can't make something look like a toy without holding back a bit and simplifying things down to a more basic level than you might be comfortable with. I had something more elaborate and epic in mind when they said to design a Zurg spaceport, but I had to scale all that back. You also need to consider physical limitations---how would they mold and assemble the plastic parts, where does it make sense to have seams, etc.
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