For the mechanical designs in Turbo Shot I thought the best approach for creating them was to do so in the voice of the antagonist of the game: Dr. Stinchcomb. Thinking of these designs coming from his hand brought more of a theme and focus to the work. Some of these concepts are shown in the game in the form of “datapad” entries.
When designing objects like you see below I like to make them feel believable as consumer products. They are often recklessly dangerous, but have a pleasing design aesthetic, much like cars from the the 1940s to 1960s.