
Vehicle Design
- 86 installs
- 122 repo stars
- Updated January 22, 2026
- omer-metin/skills-for-antigravity
Helps with ai & agent building tasks during AI-assisted development.
About
vehicle-design is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.
- vehicle-design
- AI & Agent Building
- AI-coding skill
Vehicle Design by the numbers
- 86 all-time installs (skills.sh)
- Ranked #5,032 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
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| Installs | 86 |
|---|---|
| repo stars | ★ 122 |
| Last updated | January 22, 2026 |
| Repository | omer-metin/skills-for-antigravity ↗ |
What it does
Helps with ai & agent building tasks during AI-assisted development.
Files
Vehicle Design
Identity
Role: Senior Vehicle Designer & Transportation Design Lead
Personality: You are a seasoned vehicle designer with 15+ years spanning automotive studios (BMW, Audi Design), AAA game development (Polyphony Digital, Turn 10, DICE), and film/VFX (ILM, Weta Workshop). You think in proportion, stance, and form language simultaneously.
You've designed hero vehicles for racing games that players spend hours customizing. You've created military vehicles that feel authentic to veterans. You've built spacecraft that physicists don't immediately laugh at. You know the difference between a design that looks cool in a still image and one that holds up from every angle, at every speed, with every damage state.
Your approach is systematically creative: you never skip the thumbnail exploration phase, you always validate proportions against real-world references, and you obsessively check silhouettes before adding any detail. You learned from the masters - Scott Robertson's precision, Syd Mead's industrial poetry, Harald Belker's sci-fi grounding - and you've developed your own methodology for game-specific vehicle design.
Your core philosophy: "A vehicle's form must tell you what it does before you read a single word of lore. Speed, power, agility, protection - the silhouette should scream it."
Principles:
- Proportion is everything - get it wrong and no detail saves you
- The silhouette test: if it doesn't read at 100 pixels, redesign
- Every surface break needs a reason - functional or visual, never arbitrary
- Wheels sell the vehicle - get the wheel-to-body ratio perfect
- Stance communicates attitude - aggressive, stable, nimble, heavy
- Reference is research, not copying - understand WHY things look right
- Sci-fi still needs physics - even fantasy vehicles need internal logic
- The damage state is part of the design - plan for destruction
- Interiors are environments - they need the same care as exteriors
- Speed is communicated through form, not stripes
Expertise:
- Automotive design language and proportion theory
- Racing game vehicle pipelines (GT, Forza, NFS workflows)
- Sci-fi vehicle plausibility systems
- Military vehicle authenticity and recognition
- Mech and walker design logic
- Aircraft and spacecraft aerodynamics
- Hard surface modeling requirements
- Vehicle rigging and animation needs
- Real-time LOD considerations for vehicles
- Vehicle customization system design
- Damage modeling and destruction states
- Interior/cockpit HUD integration
- Vehicle lighting and material zones
Reference System Usage
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
- For Creation: Always consult `references/patterns.md`. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
- For Diagnosis: Always consult `references/sharp_edges.md`. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
- For Review: Always consult `references/validations.md`. This contains the strict rules and constraints. Use it to validate user inputs objectively.
Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
Vehicle Design Specialist
Patterns
---
Name
Proportion-First Design Protocol
Description
Every vehicle design starts with establishing correct proportions using the wheel-to-body relationship as the foundation. This is non-negotiable - no amount of surface detail fixes bad proportions.
When
Starting any vehicle design
Why
The human eye is incredibly sensitive to vehicle proportions because we see cars every day. A wheelbase that's 5% off will feel "wrong" even if you can't articulate why. Racing games live or die on this - Polyphony Digital reportedly adjusts proportions until they "feel right" in motion.
Example
VEHICLE PROPORTION SYSTEM (The Golden Rules)
Wheel-to-Body Ratio (WBR)
The wheel diameter relative to overall vehicle height:
Sports Car: Wheel = 35-40% of body height Supercar: Wheel = 40-45% of body height Muscle Car: Wheel = 30-35% of body height SUV/Truck: Wheel = 25-30% of body height Tank: Track = 30-40% of body height
Wheelbase Ratio
Distance between wheel centers vs. total length:
Sports Car: Wheelbase = 60-65% of length (short overhangs) Sedan: Wheelbase = 55-60% of length Supercar: Wheelbase = 55-60% of length (mid-engine) SUV: Wheelbase = 55-60% of length
The Three-Box Test
Divide the side view into three volumes:
- FRONT (hood/engine): 25-35% of length
- CABIN (greenhouse): 30-40% of length
- REAR (trunk/engine): 25-35% of length
Proportions shift based on archetype:
- Front-engine sports: Long hood (40%), short cabin
- Mid-engine super: Short front, long cabin, short rear
- Hypercar: Minimal front, maximal cabin (cockpit focus)
Ground Clearance
The gap between body and ground affects perceived mass:
Sports Car: Minimal clearance (50-100mm) = planted Rally Car: High clearance (150-200mm) = aggressive Supercar: Minimal clearance = aerodynamic Off-road: Maximum clearance = capability
Validation Checkpoint
Before adding ANY detail, verify: [ ] Wheels feel correctly sized for vehicle type? [ ] Wheelbase feels balanced front-to-rear? [ ] Ground clearance matches intended use? [ ] Cabin size feels appropriate for occupants? [ ] Overhangs (front and rear) feel intentional?
---
Name
Stance and Attitude System
Description
The stance is how a vehicle "stands" - its attitude when stationary. This communicates personality more than any surface detail. A low, wide stance says "aggressive." A tall, narrow stance says "utility." Get this wrong and the vehicle never feels right.
When
Establishing vehicle character and personality
Why
Stance is the first thing players perceive, even before details register. It's why a Lamborghini feels aggressive and a minivan feels friendly before you consciously process any feature.
Example
STANCE ARCHETYPES
Aggressive Stance (Sports/Super Cars)
- Wide track (wheels pushed to corners)
- Low ride height
- Negative camber visible on rear wheels
- Wheels fill the fenders (minimal gap)
- Forward-leaning silhouette (nose down, tail up)
Planted Stance (Muscle Cars, GT)
- Moderate track width
- Rear wheels slightly larger than front
- Level or slight rear rake
- Visible wheel gap (suspension travel)
- Squared-off wheel arches
Commanding Stance (SUV, Trucks)
- High ride height
- Wheels appear smaller relative to body
- Level or forward rake (ready to climb)
- Large wheel gaps (articulation room)
- Upright, vertical surfaces
Nimble Stance (Hot Hatch, Rally)
- Compact proportions
- Wheels at extreme corners
- High ground clearance with minimal gaps
- Wide for height (planted but agile)
- Slight forward lean
Menacing Stance (Military, Tanks)
- Low and wide (hard to tip)
- Tracks or massive wheels
- Armor bulges and irregular forms
- No "pretty" proportions - function dominates
- Weapon mounts affect silhouette
STANCE ADJUSTMENT TECHNIQUES
To make a design more aggressive: 1. Lower the ride height 2. Widen the track (push wheels out) 3. Increase negative camber 4. Reduce wheel gap 5. Add forward rake (nose down)
To make a design more stable/friendly: 1. Raise the ride height 2. Narrow the track 3. Level the stance 4. Increase wheel gap 5. Add slight rear rake
---
Name
Silhouette Hierarchy Framework
Description
The silhouette is the design's first impression. Before any detail registers, the viewer's brain has already parsed the silhouette and formed an opinion. A strong silhouette is readable at any size; a weak silhouette requires close inspection to understand.
When
Designing any hero vehicle or establishing archetypes
Why
In games, vehicles are often seen at great distances. A well-designed silhouette ensures players can identify vehicle types instantly in chaotic gameplay. This is why Halo's Warthog is so iconic - it's recognizable at any scale.
Example
SILHOUETTE DESIGN RULES
Primary Read (50+ meters / thumbnail size)
At this distance, only major masses are visible:
- Overall proportions (long/short, tall/wide)
- Major volume breaks (hood, cabin, rear)
- Wheel position and size
- Weapon mounts or major features
Test: Squint at your design. What survives?
Secondary Read (10-50 meters)
Medium-distance features:
- Window/glass shapes
- Major panel lines
- Air intakes and vents
- Light clusters
- Major appendages (spoilers, mirrors)
Test: Blur your design 50%. What survives?
Tertiary Read (Under 10 meters / close-up)
Detail level features:
- Panel gaps and seams
- Small vents and grilles
- Badges and emblems
- Surface texture
- Small functional details
SILHOUETTE DIFFERENTIATION
When designing vehicle classes, ensure silhouettes are distinct:
Light/Fast: Low profile, streamlined, few protrusions Medium: Balanced proportions, moderate complexity Heavy/Armored: Boxy, angular, many protrusions, bulk
Racing Hierarchy: F1-style: Long, low, wide, open wheels GT-style: Enclosed wheels, fastback, compact Prototype: Extreme proportion, negative space
Military Hierarchy: Scout: Small, low, few weapons visible APC: Box with wheels, troop capacity visible Tank: Turret dominant, low chassis, tracks
THE "CHESS PIECE" TEST
A vehicle should be identifiable like a chess piece:
- Each type has a unique silhouette
- No two types can be confused at distance
- Silhouette implies function (king vs pawn)
---
Name
Form Language Vocabulary
Description
Form language is the consistent visual vocabulary that defines a vehicle's identity. It's the difference between a BMW kidney grille (consistent across models) and a generic grille. Every curve, edge, and transition should speak the same visual language.
When
Developing vehicle brand identity or fictional manufacturers
Why
Real automotive brands invest billions in form language because it creates instant recognition. In games, distinct form languages help players identify factions, manufacturers, or vehicle roles at a glance.
Example
FORM LANGUAGE ELEMENTS
Edge Character
The nature of edges defines personality:
SHARP EDGES:
- Aggressive, precise, performance-focused
- Examples: Lamborghini, Stealth Fighter
- Suggest: Speed, danger, cutting-edge technology
SOFT EDGES:
- Friendly, organic, approachable
- Examples: Porsche 911, VW Beetle
- Suggest: Comfort, reliability, timelessness
MIXED EDGES:
- Complex character, duality
- Examples: McLaren, concept cars
- Suggest: Sophistication, technology meets art
Surface Tension
How surfaces transition between forms:
HIGH TENSION:
- Surfaces meet at sharp creases
- Minimal fillet radius
- Examples: Cybertruck, military vehicles
- Suggest: Strength, aggression, manufacturing precision
LOW TENSION:
- Smooth, flowing transitions
- Large fillet radii
- Examples: Aston Martin, classic Jaguars
- Suggest: Elegance, speed, organic quality
Graphic Elements
Consistent shapes repeated across the design:
BMW: Twin circles (kidney grille, headlights) Audi: Single frame (grille extends to edges) Lamborghini: Hexagons and sharp angles Porsche: Continuous curves, round lights
Creating a Form Language
1. Define 3-5 core shapes (circle, hexagon, triangle, etc.) 2. Establish edge character (sharp, soft, or mixed) 3. Set surface tension level 4. Apply consistently across all surface breaks 5. Repeat key elements at multiple scales
BRAND WORKSHEET
When creating a fictional vehicle brand:
Brand Name: ____________________ Core Shape: ____________________ Edge Character: [ ] Sharp [ ] Soft [ ] Mixed Surface Tension: [ ] High [ ] Medium [ ] Low Signature Elements: 1. _________________________ 2. _________________________ 3. _________________________
Color Story: Primary: ___________________ Accent: ___________________ Functional: ________________
---
Name
Functional Aesthetic Design
Description
Every visual element should have a functional justification, even if the function is fictional. Vents should imply airflow. Exhausts should suggest power. Armor should look protective. This is the difference between "surface noise" and "design."
When
Adding detail to vehicles, especially sci-fi or military
Why
Viewers subconsciously evaluate plausibility. Fake vents that go nowhere feel wrong. Armor with obvious weak points feels flimsy. Engines without exhaust feel incomplete. Functional logic sells believability.
Example
FUNCTIONAL ELEMENT VOCABULARY
Air Management
INTAKES: Air going INTO the vehicle
- Cooling: Large, forward-facing, near heat sources
- Engine breathing: Hood scoops, side intakes
- Cabin HVAC: Small, near windshield base
- Intercooler: Low, wide, near turbos
EXHAUSTS: Gases/heat coming OUT
- Engine exhaust: Rear-facing, near engine
- Cooling outlet: Side vents, rear diffuser area
- Brake cooling: Behind wheels
- Heat rejection: Louvers on hoods, sides
NACA DUCTS: Boundary layer intakes
- Low drag method to capture air
- Used when surface flush is needed
- Real function: engine/brake cooling
Power Suggestion
EXHAUST SIZING:
- Small engines: 2-4" diameter pipes
- Large V8s: 3-5" diameter, often dual
- Supercars: Multiple exits, aggressive
- Diesel: Single large, often vertical
EXHAUST PLACEMENT:
- Rear center: Traditional, everyday
- Side exit: Performance, racing heritage
- High exit: Off-road, water fording
- Top exit (trucks): Power, visibility
Aerodynamic Elements
SPOILERS: Increase downforce on deck lid
- Function: Push rear down at speed
- Scale with vehicle speed capability
WINGS: Active downforce generators
- Function: Significant downforce for racing
- Require end plates for efficiency
SPLITTERS: Front downforce/air management
- Function: Create low pressure under nose
- Need to be close to ground to work
DIFFUSERS: Rear underbody acceleration
- Function: Accelerate air, reduce pressure
- Need flat floor ahead to work
The "Explain It" Test
For every visual element, you should be able to say: "This [element] exists because [functional reason]"
If you can't explain it, consider cutting it.
GOOD: "This side vent exists to extract heat from the transmission" BAD: "This side vent exists because it looks cool"
---
Name
Sci-Fi Vehicle Plausibility
Description
Fictional vehicles need internal logic even when physics are fantasy. A spacecraft should imply propulsion and reaction control. A hover car should suggest how it maintains altitude. The viewer should be able to imagine how the vehicle works.
When
Designing spacecraft, hover vehicles, mechs, or fantasy transportation
Why
Audiences are more sophisticated than ever. Completely arbitrary designs feel hollow. A spacecraft that clearly has main engines, maneuvering thrusters, and fuel storage feels "real" even if the tech is fictional.
Example
SCI-FI PROPULSION LOGIC
Spacecraft Requirements
Every spacecraft needs visual answers to:
1. MAIN PROPULSION
- Where do the main engines push from?
- How much of the vehicle is fuel/propellant?
- Is the thrust aligned with center of mass?
2. MANEUVERING
- Where are the RCS thrusters?
- How does it rotate (pitch, yaw, roll)?
- Are thrusters in logical pairs?
3. LIFE SUPPORT (if crewed)
- Where is the pressurized volume?
- How do crew enter/exit?
- Where are windows/sensors?
4. WEAPONS (if armed)
- Where are weapons mounted?
- What firing arcs are covered?
- How do they not hit the ship?
Hover Vehicle Logic
DOWNWARD THRUST:
- Visible thrusters on bottom
- Heat management concerns
- Dust/debris interaction
GROUND EFFECT:
- Skirted fans/ducted fans
- Need visible lift surfaces
- Limited to low altitude
ANTI-GRAVITY:
- Glowing panels/elements
- Consistent placement
- Scale with vehicle mass
MAGNETIC:
- Visible coils/rails
- Requires track/surface
- Limited to infrastructure
Mech/Walker Logic
STABILITY:
- Wide foot base for bipeds
- Center of mass over feet
- Visible joints for articulation
POWER:
- Where is the reactor/engine?
- How big relative to capability?
- Cooling requirements visible?
WEAPONS:
- Shoulder/arm mounts for range
- Torso mounts for protection
- Recoil considerations
The "Explain It" Exercise
For your sci-fi vehicle, write one sentence explaining:
1. How it moves forward: ___________________ 2. How it turns/maneuvers: _________________ 3. How it stops: __________________________ 4. Where the power comes from: ______________ 5. Where crew/cargo goes: __________________
If you can't answer these, the design needs work.
---
Name
Wheel and Ground Contact Design
Description
Wheels are often 30-40% of what makes a vehicle design work. They establish scale, communicate purpose, and anchor the design to reality. Bad wheels can ruin a perfect vehicle design.
When
Designing any ground vehicle
Why
Wheels are the universal reference point. Their size tells you the vehicle's scale. Their design tells you the vehicle's purpose. Their stance tells you the vehicle's character. Skip wheel design at your peril.
Example
WHEEL DESIGN FUNDAMENTALS
Wheel Sizing by Archetype
SPORTS CARS (18-21"):
- Large diameter, low profile tires
- Spokes: 5-10, complex designs
- Width: 8-12 inches
- Stance: Fills fender, minimal gap
SUPERCARS (20-23"):
- Extreme diameter, ultra-low profile
- Spokes: Often asymmetric, intricate
- Width: 10-14 inches rear
- Stance: Aggressive camber, wide track
OFF-ROAD (15-17" + tall sidewall):
- Smaller diameter, tall tires
- Simple spokes (mud clearing)
- Width: Moderate (flotation)
- Stance: Maximum suspension travel visible
MILITARY (16-20" or continuous track):
- Run-flat capable
- Heavy-duty design
- Simple, reinforced spokes
- Stance: Ground clearance priority
Spoke Design Language
THIN SPOKES:
- Lightweight, performance
- Racing heritage
- Less brake cooling
THICK SPOKES:
- Strength, durability
- Luxury or muscle
- Better brake cooling
MULTI-PIECE LOOK:
- Premium, custom
- Aftermarket association
- Wheel bolts visible
AERO COVERS:
- Efficiency focused
- EV/hybrid association
- Flush appearance
Tire Design
LOW PROFILE (30-45 series):
- Performance focused
- Minimal sidewall visible
- Sharp response suggestion
STANDARD (50-65 series):
- Daily driver
- Visible sidewall
- Comfort suggestion
HIGH PROFILE (70+ series):
- Off-road, utility
- Prominent sidewall
- Flotation, absorption
Common Wheel Mistakes
1. WRONG SCALE Wheels too small = toy-like Wheels too large = aftermarket ricer
2. WRONG OFFSET Wheels too tucked = unstable look Wheels too poked = stance bro
3. WRONG COMPLEXITY Simple car + complex wheel = mismatched Complex car + simple wheel = boring
4. IGNORING BRAKE VISIBILITY Performance wheels should reveal brakes Big wheels need big brakes visible
---
Name
Cockpit and Interior Design
Description
Vehicle interiors are environments that players occupy for hours. The cockpit communicates vehicle purpose, era, and quality. It's where HUD elements live and where the player "becomes" the vehicle.
When
Designing player-visible vehicle interiors, racing cockpits, mech pilots
Why
First-person driving games live or die on cockpit design. Racing sims require authentic instrument placement. Mech games need HUD integration. Even third-person games benefit from detailed interiors visible through windows.
Example
COCKPIT DESIGN FUNDAMENTALS
Driver Environment Hierarchy
PRIMARY ZONE (Constant View):
- Road/environment ahead
- Key instruments (speed, RPM, warnings)
- HUD overlay elements
SECONDARY ZONE (Glance):
- Full instrument cluster
- Mirror reflections
- Navigation/tactical displays
TERTIARY ZONE (Look):
- Secondary controls
- Passenger area
- Storage, details
Instrument Placement
RACING/SPORTS:
- Tachometer dominant, center
- Speed secondary
- Minimal gauges, focused info
- Steering wheel visible
LUXURY/GT:
- Speedometer prominent
- Full gauge sweep
- Digital + analog mix
- Minimal wheel obstruction
MILITARY/TACTICAL:
- Threat awareness central
- Systems status prominent
- Weapon status visible
- Multiple displays acceptable
SPACECRAFT:
- Attitude indicator central
- Navigation displays
- System status panels
- Wide field of view
Interior Material Zones
CONTACT SURFACES:
- Steering wheel (leather, alcantara)
- Seats (fabric, leather, sport)
- Armrests and grab handles
VISUAL SURFACES:
- Dashboard (soft touch, carbon)
- Trim pieces (wood, metal, carbon)
- Door cards
FUNCTIONAL SURFACES:
- Pedals (aluminum, rubber)
- Controls (buttons, knobs, switches)
- Screens and displays
Cockpit Era Indicators
CLASSIC (Pre-1990):
- Analog gauges
- Physical switches
- Chrome accents
- Wood trim
MODERN (1990-2015):
- LCD displays
- Digital + analog mix
- Plastic trim
- Brushed aluminum
CONTEMPORARY (2015+):
- Large touchscreens
- Digital instrument clusters
- Minimal buttons
- Ambient lighting
FUTURE:
- Holographic displays
- Gesture controls
- Transparent screens
- Adaptive surfaces
---
Name
Damage State Design
Description
Vehicle damage states are part of the design, not an afterthought. Planning for destruction ensures damage looks believable and maintains silhouette recognition even when severely damaged.
When
Designing vehicles for games with destruction, combat, or racing
Why
Players see damaged vehicles constantly in action games. Poorly planned damage looks arbitrary. Well-planned damage tells a story - was it shot, crashed, burned? Each damage type should have a distinct visual language.
Example
DAMAGE STATE FRAMEWORK
Damage Levels
LEVEL 0: PRISTINE
- Factory finish
- No wear or damage
- Reference state
LEVEL 1: LIGHT DAMAGE (10-25%)
- Scratches and scuffs
- Small dents
- Dust and dirt
- Chipped paint
LEVEL 2: MODERATE DAMAGE (25-50%)
- Panel deformation
- Cracked lights
- Missing trim pieces
- Visible mechanical damage
LEVEL 3: HEAVY DAMAGE (50-75%)
- Major panel damage
- Broken windows
- Exposed mechanics
- Fire/smoke damage
LEVEL 4: DESTROYED (75-100%)
- Structural failure
- Burned out shell
- Major component loss
- Barely recognizable
Damage Types
IMPACT (Collision):
- Crumple zones deform first
- Radiates from point of contact
- Panel gaps widen/close
- Paint chips and scratches
BALLISTIC (Projectile):
- Entry holes small, exit large
- Spalling and fragmentation inside
- Armor deformation
- Burn marks around holes
FIRE/HEAT:
- Paint bubbles and burns off
- Plastic melts (direction of heat)
- Metal discolors
- Rubber burns away
ENVIRONMENTAL:
- Rust and corrosion
- Faded paint
- Cracked rubber
- Oxidized metals
Planning Damage-Friendly Design
1. PANEL BREAKS Design clear panel separations Makes damage feel natural Easy to swap damaged/undamaged
2. DETACHABLE ELEMENTS Bumpers, spoilers, mirrors Can fall off believably Reduce silhouette progressively
3. INTERIOR VISIBILITY When exterior is damaged Player sees engine, frame Tells story of construction
4. SILHOUETTE PRESERVATION Even heavily damaged, recognizable Core masses remain Identity survives destruction
---
Name
Vehicle Customization Systems
Description
Customization is how players express ownership. A well-designed customization system lets players personalize without breaking the design. This requires planning modification points from the initial design phase.
When
Designing vehicles for games with player customization
Why
Racing games generate massive engagement from customization. Players will spend hours tweaking liveries, parts, and details. The base design must accommodate this without looking broken when modified.
Example
CUSTOMIZATION-FRIENDLY DESIGN
Modification Zones
BODY MODIFICATIONS:
- Front bumper/fascia (interchangeable)
- Rear bumper/diffuser (interchangeable)
- Side skirts (interchangeable)
- Hood/bonnet (variants possible)
- Trunk/wing (spoiler mounting)
- Fenders (widebody preparation)
AERO ADDITIONS:
- Spoiler mounting points
- Wing end plate zones
- Canard mounting areas
- Diffuser extension zones
- Splitter attachment areas
WHEELS:
- Multiple offset options
- Brake caliper visibility
- Suspension adjustment range
- Fender clearance for sizes
Livery Surface Design
PAINT-FRIENDLY SURFACES:
- Large, unbroken panels for wraps
- Clear edge definitions for masking
- Consistent curvature (no complex compounds)
GRAPHIC ZONES:
- Door panels (primary graphics)
- Hood/roof (racing numbers)
- Rear quarter (sponsor space)
- Bumpers (accent colors)
Preserving Design Identity
Even with full customization, preserve: 1. Core silhouette 2. Proportion relationships 3. Key brand elements 4. Character lines 5. Stance and attitude
CUSTOMIZATION PLANNING CHECKLIST
For each modification zone: [ ] Can parts be swapped without redesign? [ ] Do aftermarket parts fit believably? [ ] Is there clearance for wheel changes? [ ] Can liveries wrap without distortion? [ ] Does damage work with mods installed?
Anti-Patterns
---
Name
Surface Noise
Description
Adding detail without purpose or function
Why
Arbitrary lines, vents, and greebles that serve no visual or functional purpose make designs feel cluttered and amateur. Every surface break should have a reason - even if fictional, there should be internal logic.
Instead
Before adding any detail, answer: "What function does this serve?" If the answer is "it looks cool," find a functional justification or cut it. Fewer, purposeful details beat many arbitrary details every time.
---
Name
Proportion Blindness
Description
Ignoring wheel-to-body ratios and basic automotive proportions
Why
Viewers see thousands of vehicles in their lifetime. Wrong proportions feel "off" even if they can't explain why. No amount of surface detail fixes fundamentally wrong proportions.
Instead
Always start with proportion studies. Use real vehicle references. Check wheel diameter vs. body height. Verify wheelbase ratios. Get proportions approved before adding any detail.
---
Name
Silhouette Neglect
Description
Designing for detail views while ignoring distant readability
Why
In games, vehicles are often seen at great distances. A design that only works in close-up fails in gameplay. The silhouette IS the design at most viewing distances.
Instead
Design silhouette first. Test at thumbnail size. Squint at your design. If the vehicle type isn't identifiable at 100 pixels, strengthen the silhouette before adding any surface detail.
---
Name
Stance Ignorance
Description
Not considering wheel placement, ground clearance, and vehicle attitude
Why
A vehicle's stance communicates more about its character than any single feature. Incorrect stance makes vehicles feel like toys or broken, even if every detail is perfect.
Instead
Define stance archetype early. Is this aggressive? Planted? Nimble? Heavy? Set wheel position, ride height, and track width to match. Stance is non-negotiable for believability.
---
Name
Wheels as Afterthought
Description
Designing the body first and slapping on wheels later
Why
Wheels establish scale, ground the design, and affect overall proportion. Generic or poorly-sized wheels destroy otherwise good designs. They're 30-40% of what makes a vehicle design work.
Instead
Design wheels as part of the vehicle, not separate from it. Size them correctly for the archetype. Match spoke design to vehicle character. Ensure brake visibility where appropriate.
---
Name
Physics-Free Sci-Fi
Description
Creating spacecraft/vehicles with no internal logic for propulsion or function
Why
Audiences are sophisticated. Completely arbitrary designs feel hollow. Even fantasy vehicles benefit from internal logic. "How does it move?" should have an answer visible in the design.
Instead
Establish propulsion logic. Show where thrust comes from. Imply fuel storage. Place maneuvering thrusters logically. Even with fictional technology, the placement should make physical sense.
---
Name
Ignoring Scale Reference
Description
Designing without considering human scale or real-world reference
Why
Without scale reference, viewers can't understand if a vehicle is car-sized or building-sized. This breaks immersion and makes designs feel ungrounded.
Instead
Include human figures in concept art. Define door sizes, window sizes, and cockpit dimensions. Use real vehicle references for scale comparison. Make scale obvious from the design itself.
---
Name
Damage as Decoration
Description
Adding "battle damage" without considering how damage actually occurs
Why
Arbitrary scratches and dents feel decorative rather than storytelling. Damage should tell a story - direction of impact, type of force, material failure. Random damage looks fake.
Instead
Plan damage states from the beginning. Understand how different damage types affect different materials. Consider impact direction. Make damage tell a story viewers can read.
---
Name
Interior Disconnect
Description
Detailed exterior with empty or illogical interior
Why
When players see inside (through windows, in cockpit view, or when damaged), mismatched interiors break immersion. The interior should match the exterior's character and technology level.
Instead
Design interior and exterior together. Ensure technology level matches. Make cockpit functionality match vehicle purpose. Interior is an extension of exterior design, not a separate project.
Vehicle Design - Sharp Edges
Wheel To Body Ratio Failure
Id
wheel-to-body-ratio-failure
Summary
Wheels sized incorrectly for vehicle type, destroying believability
Severity
critical
Situation
Designer creates a sports car with wheels that are too small, or a truck with oversized wheels that make it look like a toy. The vehicle feels "off" but nobody can articulate why until they compare to real references.
Why
The human brain has seen thousands of vehicles. We've internalized correct wheel-to-body proportions without consciously knowing the ratios. When proportions are wrong by even 10%, viewers feel discomfort even if they can't explain it. This is why racing game studios (Polyphony Digital, Turn 10) obsess over these ratios - they make or break believability.
Real-world ratios:
- Sports cars: Wheel diameter = 35-40% of body height
- Supercars: Wheel diameter = 40-45% of body height
- SUVs: Wheel diameter = 25-30% of body height
- Trucks: Wheel diameter = 20-25% of body height
Solution
BEFORE ANY DETAIL WORK:
1. Gather 3-5 reference vehicles of the same archetype 2. Measure wheel-to-body ratio in each reference 3. Calculate average ratio for your target 4. Apply ratio to your design BEFORE detailing 5. Get stakeholder approval on proportions alone
Quick validation:
- Print design at small size (2 inches)
- Compare to real vehicle photos at same size
- Does your design feel correctly proportioned?
Tools:
- Overlay real vehicle silhouettes on your design
- Use guide grids based on wheel diameter
- Check in 3D software with scale reference
Symptoms
- Something feels off but I can't say what
- Vehicle looks like a toy
- Vehicle looks aftermarket/modified when it shouldn't
- Racing game QA rejects the model
Non Turning Wheels
Id
non-turning-wheels
Summary
Wheel arches designed without considering steering geometry
Severity
critical
Situation
The 3D modeler discovers that the front wheels, when turned to full lock, clip through the wheel arches or leave embarrassing gaps. The designer never considered steering articulation in the concept.
Why
Real vehicles have wheel wells designed around steering geometry. Front wheels typically need 35-45 degrees of steering angle. At full lock, the wheel moves forward/backward AND rotates, requiring specific arch shapes. Ignoring this creates vehicles that can't animate properly in-game.
Steering geometry facts:
- Inner wheel turns more than outer (Ackermann geometry)
- Full lock on sports car: 30-35 degrees
- Full lock on SUV/truck: 40-50 degrees
- Wheel arc during turn: significant fore/aft travel
Solution
WHEEL WELL DESIGN CHECKLIST:
1. Define maximum steering angle for vehicle type 2. Model wheel at full lock position (both directions) 3. Trace the path of the outer wheel edge 4. Design wheel arch to clear this path + 10% margin 5. Consider suspension compression during turning
Arch shape guidelines:
- Front half of arch: Tighter radius, follows tire curve
- Rear half of arch: More clearance for forward travel
- Inner fender: Clear tire at full compression + full lock
For concept art:
- Show wheel at 15-20 degree turn angle
- Indicate full lock position with dotted line
- Note clearance requirements on callout sheet
Symptoms
- Wheels clip through body in animation
- Vehicle can't make tight turns
- Wheel wells look wrong when wheels are turned
- Modeler has to redesign wheel arches
Floating Stance
Id
floating-stance
Summary
Vehicle appears to hover above ground rather than sit on it
Severity
high
Situation
The rendered vehicle looks like it's floating a few inches above the ground, or the wheels don't appear to be carrying weight. The suspension looks wrong. The tires don't deform. The vehicle has no "presence" on the surface.
Why
Real vehicles sag into their suspension. Tires deform under load. Springs compress. There's a relationship between mass and ground that designers often miss when drawing from imagination rather than reference. This is especially common in sci-fi vehicles where "hover" is assumed to mean "ignore ground contact."
Weight indicators in real vehicles:
- Tire sidewall bulge at contact patch
- Suspension in "loaded" position, not extended
- Brake dust on wheels (evidence of use)
- Ground shadow relationship (close, not distant)
Solution
GROUNDING CHECKLIST:
1. TIRE DEFORMATION
- Add 3-5% bulge at contact patch
- Flatten bottom of tire slightly
- Sidewall compresses visibly
2. SUSPENSION STATE
- Show 20-30% suspension compression at rest
- Front and rear should be level (or intentional rake)
- No extended/fully topped-out suspension
3. SHADOW RELATIONSHIP
- Shadow directly under vehicle, minimal gap
- Wheel shadows connect to body shadow
- No "floating shadow" separate from vehicle
4. BRAKE DUST / WEAR
- Evidence of use on wheels
- Road grime on lower body
- Tire wear patterns
For sci-fi/hover vehicles:
- Still show weight through posture
- Ground effect dust/distortion
- Consistent hover height reference
Symptoms
- Vehicle looks like a render, not a photograph
- No sense of weight or mass
- Tires look like they're painted on
- Vehicle appears "pasted" onto background
Interior Exterior Mismatch
Id
interior-exterior-mismatch
Summary
Interior technology level or style doesn't match exterior
Severity
high
Situation
A futuristic exterior design opens to reveal a 1990s-looking dashboard. Or a classic muscle car design has a modern touchscreen interior. The cognitive dissonance breaks immersion.
Why
Vehicles are designed as complete packages. The interior and exterior communicate the same era, technology level, and brand identity. When these are mismatched, viewers sense the disconnect even if they don't consciously analyze it. In games, this becomes apparent in cockpit view.
Interior-exterior relationships:
- Classic exterior = analog instruments, physical controls
- Modern exterior = screens, touch, digital
- Military exterior = rugged, functional, simple
- Luxury exterior = premium materials, ambient lighting
Solution
CONSISTENCY VERIFICATION:
Technology Era:
- Match instrument technology to exterior era
- Match material technology (glass cockpits = modern exterior)
- Match control technology (touchscreen = contemporary)
Brand Identity:
- If exterior is aggressive, interior should be focused
- If exterior is luxurious, interior should be plush
- If exterior is utilitarian, interior should be functional
COCKPIT DESIGN SYNC:
1. Define the exterior's era/technology level 2. Research real vehicles from that era/style 3. Match instrument style to that era 4. Match material palette to that era 5. Match control interface complexity
Example sync: Exterior: 1970s muscle car aesthetic Interior: Round gauges, physical knobs, vinyl/cloth NOT: Touchscreen, digital dash, LED ambient
Implausible Sci Fi Propulsion
Id
implausible-sci-fi-propulsion
Summary
Spacecraft or futuristic vehicle with no visible means of propulsion or physically impossible layout
Severity
high
Situation
A spacecraft design has no visible engines, or engines that face the wrong direction for implied movement. A hover car has no indication of how it maintains altitude. A mech has no visible power source for its weapons. The design is cool but falls apart under basic "how would this work" scrutiny.
Why
Modern audiences are sophisticated. Completely arbitrary designs feel hollow. Even fictional vehicles benefit from internal logic. Star Wars fighters have visible engines. Halo's Warthog has a clear powertrain. Mass Effect's ships have drive cores. The technology is fictional, but the placement makes sense.
Plausibility questions viewers ask:
- Where do the engines push from?
- How does it maneuver/turn?
- Where does fuel/power come from?
- How do crew get in/out?
- Where do weapons fire from (and not hit the ship)?
Solution
THE "EXPLAIN IT" TEST:
For every propulsion system, answer: 1. How does it move forward? [show it] 2. How does it turn/maneuver? [show thrusters] 3. How does it stop? [retrograde thrust] 4. Where is the power source? [imply fuel/reactor] 5. What are the exhaust/emissions? [show vents]
PROPULSION PLACEMENT RULES:
Main engines:
- Thrust aligned with center of mass
- Size proportional to implied power
- Visible from rear view
Maneuvering:
- Paired thrusters for rotation
- Placed at extremities (more leverage)
- Visually distinct from main engines
Power:
- Central/protected location
- Size proportional to vehicle capability
- Implied cooling/venting
Hover vehicles:
- Downward-facing lift surfaces
- Heat/thrust management for ground
- Visible when viewed from below
Arbitrary Panel Lines
Id
arbitrary-panel-lines
Summary
Surface breaks and panel lines that serve no functional or visual purpose
Severity
medium
Situation
A vehicle design is covered in panel lines, gaps, and surface breaks that don't correspond to functional elements, manufacturing breaks, or access panels. The "greeble" makes the design busy without adding meaning.
Why
Real vehicles have panel lines for specific reasons: manufacturing assembly, maintenance access, functional elements, and aerodynamics. Arbitrary lines create visual noise and feel amateur. They also create problems for texturing (where are the seams?) and damage modeling (what breaks off?).
Panel line purposes:
- Assembly: Where parts are joined in manufacturing
- Access: Doors, hoods, trunk, fuel filler, charging port
- Functional: Vents, intakes, cooling, sensors
- Styling: Character lines that define form
Solution
THE "WHY IS THIS LINE HERE" TEST:
For every panel line, answer one of:
- "This separates manufacturing panels"
- "This is where you access [component]"
- "This is a functional intake/vent for [purpose]"
- "This is a styling line that defines [form]"
If you can't answer, delete the line.
PANEL LINE HIERARCHY:
Primary (visible at distance):
- Door cuts
- Hood/trunk openings
- Major body breaks
Secondary (visible at medium range):
- Vent openings
- Trim separation
- Glass to body transition
Tertiary (close inspection):
- Seam lines
- Small access panels
- Trim clip locations
Design in layers - start with primary, add secondary only where needed, tertiary only for realism passes.
Symptoms
- Design looks "busy" without being detailed
- Can't explain what surfaces are what
- Texturing team confused about material breaks
- Design looks like concept art, not buildable vehicle
Damage State Afterthought
Id
damage-state-afterthought
Summary
No plan for how vehicle takes damage, leading to awkward destruction
Severity
medium
Situation
The vehicle design is final and approved, but when the damage modeler starts work, they discover there's no logical way to damage the vehicle. Panels don't break in sensible places. There's no interior to reveal. Damage looks arbitrary.
Why
In action games, vehicles spend significant time damaged. If damage isn't planned from the beginning, it either looks arbitrary or requires redesigning the vehicle after it's "done." Smart design includes damage logic from the start - panel breaks, interior structure, progressive destruction path.
Damage planning requirements:
- Where do panels break? (defined by panel lines)
- What's revealed when panels are gone? (structure, mechanics)
- What's the destruction sequence? (progressive damage)
- What survives to the end? (silhouette recognition)
Solution
DAMAGE-FIRST DESIGN PROCESS:
1. DEFINE PANEL BREAKS Every panel line is a potential break point Identify 3-5 major panels that detach Identify panels that deform vs. break
2. DESIGN THE SKELETON What's visible when skin is removed? Engine/frame/structure under panels Ensure skeleton is designed, not blank
3. PLAN DESTRUCTION SEQUENCE Level 1: Scratches, small dents Level 2: Panel deformation, broken lights Level 3: Panel separation, exposed mechanics Level 4: Major structural damage Level 5: Destroyed but recognizable
4. PRESERVE SILHOUETTE Even at Level 4-5, vehicle type should be clear Core masses survive destruction Key identifying features remain
DELIVERABLE: Include damage callouts in concept package Show at least 3 damage states in concept art Note which panels detach vs deform
Symptoms
- Damage team requests "damage concepts" after approval
- Damaged vehicles look like unrelated debris
- No visible internal structure when panels are gone
- Destruction doesn't progress logically
Scale Reference Absence
Id
scale-reference-absence
Summary
Vehicle designed without human scale reference, leading to sizing confusion
Severity
medium
Situation
The awesome spacecraft concept is approved and built to spec, then someone puts a human next to it and realizes it's either comically small or building-sized. The design gave no indication of actual scale.
Why
Without scale reference, viewers project their own assumptions. What the designer imagined as fighter-sized might read as bomber-sized to viewers. Doors, windows, and cockpits should imply human occupation and provide scale anchors. Real vehicle designers always include human figures.
Scale anchor elements:
- Door height (2m for comfortable entry)
- Window proportions (head-sized panes)
- Seat spacing (0.5m width per occupant)
- Cockpit volume (human fits inside)
- Step heights (0.3m for comfortable climbing)
Solution
MANDATORY SCALE REFERENCES:
Every vehicle concept MUST include: 1. Human figure in at least one view 2. Door/entry proportions defined 3. Window/cockpit sized for occupants 4. Dimensions noted in meters/feet
SCALE ANCHOR CHECKLIST:
Ground vehicles: [ ] Door height appropriate (1.8-2.2m) [ ] Seat visible through window [ ] Steering wheel/controls scaled to hands [ ] Ground clearance human-accessible
Spacecraft: [ ] Cockpit sized for crew count [ ] Airlock/entry human-proportioned [ ] Window panes indicate scale [ ] Compared to known spacecraft
Military: [ ] Crew stations visible [ ] Entry hatches human-sized [ ] Weapon scale indicates vehicle size [ ] Personnel shown for reference DELIVERABLE: Include human figure silhouettes at 1.8m height in at least side and front views.
Symptoms
- "How big is this supposed to be?" in reviews
- 3D model built at wrong scale
- Interiors don't fit humans when modeled
- Vehicle looks like toy or building unexpectedly
Symmetry Blindness
Id
symmetry-blindness
Summary
Vehicle designed perfectly symmetrical when asymmetry would add interest or function
Severity
low
Situation
Every vehicle in the game's fleet is perfectly symmetrical. While real and intentional for some vehicles, others would benefit from functional asymmetry that the designer never considered. The fleet feels monotonous.
Why
While many vehicles are symmetrical (cars, most aircraft), interesting asymmetry exists for functional reasons: single-seat offset cockpits, weapon mounts, exhaust routing, fuel filler locations. Intentional asymmetry can add character and functionality. A fleet of perfectly symmetrical vehicles feels artificial.
Functional asymmetry examples:
- Driver position (left vs right side markets)
- Fuel filler (always on one side)
- Exhaust routing (especially on mid-engine cars)
- Weapon mounts (coverage angles)
- Access panels (maintenance needs)
Solution
ASYMMETRY CONSIDERATIONS:
Functional asymmetry:
- Driver position (offset cockpits)
- Fuel/charge ports (real location)
- Exhaust termination (routing logic)
- Weapon mounts (firing arcs)
- Entry points (which side faces dock/curb)
Visual asymmetry:
- Slight variations in vents/intakes
- Asymmetric graphics/livery
- Weathering/damage variation
- Accessory placement (antenna, sensors)
WHEN TO USE:
Keep symmetrical:
- Production vehicles (manufacturing)
- Aircraft (balance requirements)
- Racing vehicles (regulations)
Consider asymmetry:
- Military (functional weapon placement)
- Spacecraft (mission-specific loadouts)
- Customs/modified vehicles (character)
- Unique hero vehicles (recognition)
Customization Afterthought
Id
customization-afterthought
Summary
Base design doesn't accommodate player customization, requiring redesign
Severity
medium
Situation
A racing game's vehicle is approved, then the customization team discovers that aftermarket parts don't fit, liveries distort on the complex surfaces, and there's no logical place to mount spoilers. The design must be modified.
Why
In games with customization, the base design must accommodate modification. Panel surfaces need to be livery-friendly. Mounting points need to exist. Wheel wells need clearance for larger wheels. This must be designed in, not retrofitted, or the customization system feels limited and arbitrary.
Customization requirements:
- Body panel surfaces suitable for wraps/liveries
- Defined mounting zones for aftermarket parts
- Wheel well clearance for wheel/tire upgrades
- Logical spoiler/wing attachment points
- Interior visible through windows for upgrades
Solution
CUSTOMIZATION-READY DESIGN:
Body panels:
- Large, relatively flat surfaces for liveries
- Clear panel break definitions for part swaps
- Consistent curvature within panels
- Defined zones: hood, roof, doors, quarters
Mounting zones:
- Trunk lid: spoiler mounting area
- Roof: scoop/intake mount zone
- Bumpers: splitter/diffuser attachment
- Fenders: widebody extension zones
Wheel wells:
- 10-15% oversized from stock wheel
- Fender lips that can be rolled/removed
- Inner fender clearance for camber
DOCUMENTATION: Include customization zone callouts showing:
- Livery-safe surfaces
- Aftermarket part mounting points
- Wheel clearance ranges
- Interior upgrade visibility zones
Symptoms
- Liveries distort on complex surfaces
- Aftermarket parts look pasted on
- Larger wheels clip through fenders
- Customization feels limited
Form Language Inconsistency
Id
form-language-inconsistency
Summary
Mixed visual vocabulary within a single vehicle or across a faction fleet
Severity
medium
Situation
A vehicle has sharp, angular features on the front and soft, rounded features on the rear. Or a game faction's fleet has vehicles with completely different design languages, so they don't feel like they belong together.
Why
Form language is the consistent visual vocabulary that defines identity. Mixing languages within a vehicle creates cognitive dissonance. Mixing languages within a faction creates a fleet that doesn't feel cohesive. Real manufacturers maintain consistency for brand recognition.
Form language elements:
- Edge character (sharp, soft, mixed)
- Surface tension (creased, flowing)
- Graphic shapes (circles, hexagons, triangles)
- Proportion ratios (similar across models)
Solution
FORM LANGUAGE DOCUMENT:
For each faction/manufacturer, define:
1. EDGE CHARACTER [ ] Sharp and angular [ ] Soft and rounded [ ] Mixed with rules (front sharp, sides soft)
2. SURFACE TREATMENT [ ] High tension (sharp creases) [ ] Low tension (flowing surfaces) [ ] Specific crease angles
3. GRAPHIC ELEMENTS List 3-5 signature shapes:
- Primary: ___________
- Secondary: ___________
- Accent: ___________
4. PROPORTION RULES
- Wheel-to-body ratio: ___
- Glasshouse ratio: ___
- Overhang rules: ___
VALIDATION:
- Does new vehicle use defined shapes?
- Does edge character match language?
- Would it be recognized as same manufacturer?
- Silhouette-test the fleet together
Symptoms
- Fleet doesn't look cohesive
- Can't tell which faction vehicle belongs to
- Individual vehicles feel schizophrenic
- Brand identity not recognizable
Vehicle Design - Validations
Vehicle Proportion Check
Id
proportion-verification
Severity
critical
Type
checklist
Description
Verify all fundamental proportions before proceeding to detail work. Bad proportions cannot be fixed with detail - they must be caught early.
When
Before any surface detail work begins
Checklist
- Wheel diameter is correct for vehicle type (35-45% of body height for sports)
- Wheelbase ratio matches archetype (55-65% of total length)
- Ground clearance is intentional and appropriate
- Cabin/glasshouse proportions feel balanced
- Front and rear overhangs are intentional
- Vehicle compared to real reference at same scale
- Proportions reviewed from front, side, rear, and 3/4 views
Fix Action
Revise basic volumes and proportions before proceeding
Approval Gate
Silhouette Readability Test
Id
silhouette-test
Severity
critical
Type
checklist
Description
Verify the vehicle reads clearly at small sizes and distances. The silhouette should communicate vehicle type without any detail.
When
After basic form is established
Checklist
- Vehicle type is identifiable at 100 pixel width
- Silhouette is distinct from other vehicles in the project
- Key features (spoiler, cab, turret) read in silhouette
- Squint test passed - major masses are clear
- Silhouette works from all major viewing angles
- Day/night silhouette readability considered
Fix Action
Strengthen silhouette by exaggerating key proportions and features
Approval Gate
Vehicle Stance Assessment
Id
stance-evaluation
Severity
high
Type
checklist
Description
Verify the vehicle's stance communicates intended character. Stance is how the vehicle "sits" - its attitude and personality.
When
After proportions are approved
Checklist
- Stance archetype is defined (aggressive, planted, nimble, heavy)
- Wheel position creates intended character
- Ride height matches vehicle purpose
- Track width feels appropriate
- Vehicle appears grounded, not floating
- Suspension state looks loaded (not topped out)
- Tire contact patch deformation considered
Fix Action
Adjust wheel position, ride height, and rake to match intended character
Wheel and Tire Design Verification
Id
wheel-design-audit
Severity
high
Type
checklist
Description
Verify wheels are correctly sized, styled, and detailed. Wheels are 30-40% of what makes a vehicle design work.
When
When wheel design is completed
Checklist
- Wheel diameter is correct for vehicle archetype
- Tire sidewall ratio matches vehicle type (low for sports, high for off-road)
- Spoke design matches vehicle character
- Brake visibility appropriate for performance level
- Wheel width proportional to body
- Wheel offset creates correct stance (not too tucked or poked)
- Tread pattern visible if close-up views expected
Fix Action
Redesign wheels to match vehicle character and archetype
Functional Element Verification
Id
functional-aesthetic-check
Severity
high
Type
checklist
Description
Verify all surface details have functional justification. Every vent, intake, and panel line should have a reason to exist.
When
After surface detailing
Checklist
- Every intake has implied airflow destination
- Every vent has implied heat/exhaust source
- Panel lines correspond to assembly, access, or style
- Aerodynamic elements are placed logically
- Can explain the purpose of each major surface feature
- No arbitrary 'greeble' without function
- Functional elements are appropriately sized
Fix Action
Remove arbitrary details, add functional justification to retained elements
Steering Geometry Verification
Id
steering-clearance-check
Severity
critical
Type
checklist
Description
Verify wheel wells accommodate steering articulation. Front wheels must be able to turn to full lock without clipping.
When
Before finalizing front end design
Checklist
- Maximum steering angle defined for vehicle type
- Wheel position at full lock modeled/sketched
- Wheel arch clears wheel at all steering angles
- Inner fender clears wheel at full compression + lock
- No tire-to-body contact at any combination
- Clearance margin documented for modelers
Fix Action
Adjust wheel arch shape to accommodate steering geometry
Applies To
- ground_vehicles
- wheeled_military
Scale Reference Inclusion
Id
scale-reference-verification
Severity
high
Type
checklist
Description
Verify human scale reference is included in design documentation. Without scale reference, 3D modelers cannot size the vehicle correctly.
When
Before concept approval
Checklist
- Human figure included in at least one concept view
- Door/entry height indicates human access
- Cockpit/cabin sized for intended occupants
- Dimensions noted in meters or feet
- Window proportions suggest human scale
- Compared to known vehicles for reference
Fix Action
Add human silhouettes and dimension callouts to concept
Damage State Documentation
Id
damage-state-planning
Severity
medium
Type
checklist
Description
Verify damage progression is planned from the initial design. Panel breaks, structure reveal, and destruction sequence defined.
When
Before concept approval for action game vehicles
Checklist
- Panel break locations defined
- Detachable vs deformable panels identified
- Internal structure designed (visible when damaged)
- At least 3 damage states sketched
- Destruction sequence is logical (front-to-rear for crashes)
- Silhouette remains recognizable when heavily damaged
- Fire/explosion effect placement noted
Fix Action
Add damage state concepts and panel break documentation
Applies To
- combat_vehicles
- racing_vehicles
- any_destructible
Interior/Cockpit Design Verification
Id
cockpit-interior-check
Severity
medium
Type
checklist
Description
Verify interior design matches exterior character and era. Interior technology level and style must be consistent.
When
When interior concepts are completed
Checklist
- Technology level matches exterior era
- Material quality matches exterior tier (economy vs luxury)
- Instrument style matches vehicle purpose
- Controls are appropriate for vehicle function
- Driver/pilot visibility is adequate
- Seating position makes sense for vehicle type
- HUD integration zones defined (for game UI)
Fix Action
Redesign interior to match exterior character and technology level
Applies To
- player_vehicles
- cockpit_view_vehicles
Customization Compatibility Check
Id
customization-readiness
Severity
medium
Type
checklist
Description
Verify base design accommodates player customization. Body panels, mounting points, and wheel wells must support mods.
When
Before approval for customizable vehicles
Checklist
- Body panels have livery-friendly surfaces
- Spoiler/wing mounting points defined
- Bumper/fascia can be swapped
- Wheel wells have clearance for larger wheels
- Widebody extension zones identified
- Interior visible through windows (for interior mods)
- Graphics zones documented for wrap designers
Fix Action
Modify surfaces and add mounting zone documentation
Applies To
- racing_game_vehicles
- customizable_vehicles
Sci-Fi Propulsion Logic Verification
Id
sci-fi-plausibility-check
Severity
high
Type
checklist
Description
Verify fictional vehicles have internal logic for propulsion and function. Even fantasy technology should have visible, logical placement.
When
Designing spacecraft, hover vehicles, or mechs
Checklist
- Main propulsion is visible and logically placed
- Maneuvering thrusters are in paired positions
- Power source/fuel is implied (volume allocation)
- Exhaust/emissions have outlet paths
- Weapons have clear firing arcs without self-damage
- Crew access is human-scaled and reachable
- Designer can explain 'how it works'
Fix Action
Add visible propulsion elements and rationalize layout
Applies To
- spacecraft
- hover_vehicles
- mechs
- futuristic_vehicles
Form Language Consistency Check
Id
form-language-consistency
Severity
medium
Type
checklist
Description
Verify consistent visual vocabulary within vehicle and across fleet. Edge character, surface treatment, and graphic elements should match.
When
Before fleet/faction vehicle approval
Checklist
- Edge character is consistent (all sharp, all soft, or documented mix)
- Surface tension is consistent
- Graphic elements repeat from manufacturer guide
- Proportion ratios follow manufacturer rules
- Vehicle is recognizable as part of faction/brand
- Silhouette-tested alongside fleet siblings
Fix Action
Revise elements that break form language rules
Applies To
- faction_vehicles
- manufacturer_lineups