What design challenges do concept artists confront while planning game vehicles or machinery or technology art? It is practical to first consider the tropes and memes of art language, its symbols and icons, and its common threads across work.
In this case, what matters is to establish some of the givens, the things you always come up against when you try to make a vehicle or spaceship or robot for a game. The base idea is that there have already been a lot of these in games, films, comics, and books. Therefore, everyone can almost automatically identify certain design elements as being more or less appropriate. At least, it is easier to do this when you are viewing an artwork – it's not so easy when you have to make the artwork. It is possible to break from convention, but with caution. Usually doing so meets with the most success when you thoroughly understand the conventions and expectations people have.
Most non-specialists don't understand...