Website powered by

Drive

(Sparkypants Studios) Drive was a game I pitched. I did the concepts and models and mocked up some scenes/scenarios. The look was based on the amazing Matchbox and Hotwheels cars of the 70s/80s. With characters to fit that era inspired by shows like ARK II, Buck Rogers, Road Warrior and Megaforce. The player would start with no vehicle, then collect and scrape together parts, building up a fleet and crew to constantly search for more gas, food and supplies while battling radioactive creatures and raiders.

I mocked up this shot to show how vehicles could unfold to set up temporary bases.

I mocked up this shot to show how vehicles could unfold to set up temporary bases.

One of my inspiration sheets. I strived to capture the fun feel of toy cars and sci-fi vehicles.

One of my inspiration sheets. I strived to capture the fun feel of toy cars and sci-fi vehicles.

I modeled the vehicles as separate components so that parts could be mixed and matched and upgraded.

I modeled the vehicles as separate components so that parts could be mixed and matched and upgraded.

My inspiration sheet for the character design. Though small, the characters needed to each feel special and be associated with their faction.

My inspiration sheet for the character design. Though small, the characters needed to each feel special and be associated with their faction.

Here I was testing out different modular sizes for all the habitats and storage units.

Here I was testing out different modular sizes for all the habitats and storage units.

This image shows a convoy of vehicles packed up and on the move.

This image shows a convoy of vehicles packed up and on the move.

An early concept of how mobile bases might be set up and transported.

An early concept of how mobile bases might be set up and transported.

More iteration on modular buildings and removable roofs for viewing.

More iteration on modular buildings and removable roofs for viewing.

Some notes/sketches on functionality and combat.

Some notes/sketches on functionality and combat.

This is a mockup playing with the idea of modular walls to defend the vehicles and drivers.

This is a mockup playing with the idea of modular walls to defend the vehicles and drivers.

A more zoomed out mockup of how towns and buildings might be positioned to be searched, hold enemies and create barriers/obstacles.

A more zoomed out mockup of how towns and buildings might be positioned to be searched, hold enemies and create barriers/obstacles.