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Nerf Gun Designers


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#1 Powersniper

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Posted 04 June 2006 - 05:13 PM

Hey, I've always wondered how they come up with new nerf guns (designs) and so I was wondering if they like look on some websites or something. Also, can you apply for a job as a designer for one? :ph34r:
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#2 SirTofu

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Posted 04 June 2006 - 05:15 PM

Hey, I've always wondered how they come up with new nerf guns (designs) and so I was wondering if they like look on some websites or something. Also, can you apply for a job as a designer for one? :rolleyes:


Go to college. Major in art design... Then try and get into a more specialized line of work.
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#3 pat 1st Lt

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Posted 04 June 2006 - 07:11 PM

Yeah. SirTofu summed it up quite well. Your best bet is to get a liberal collegate grounding in arts courses, then maybe work for a design firm to get some experience.

I think it'd be easier to get a job at Buzzbee, or Lanard, compared to Hasbro. I mean, Hasbro's a HUGE corporation; they've got all the designers they could ever want. Buzzbee and Lanard are no threat whatsoever to Hasbro's dominance of the Foam-Flinging-Fun-Fest-in-Fall that is Nerf guns. I mean, we even call Buzzbee and Lanard gun "Nerf guns". Hasbro has such a strangle-hold on the market, that people actually want to design for them. Hasbro can, basically, get almsot any designer they want.

It would seem logical, then, that Lanard and Buzzbee would have more openings/lower standards when it comes to a design team.

But hey, who knows. I don't think Hasbro is activley looking for any designers right now, but good luck getting in.



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#4 CSMaclaren

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Posted 07 June 2006 - 12:14 PM

Hey, I've always wondered how they come up with new nerf guns (designs) and so I was wondering if they like look on some websites or something. Also, can you apply for a job as a designer for one? B)


There are two roles here, with overlap: one is the designer, and the other is the engineer. Sometimes the designer has to wear two hats.

You start with an artistic concept, and then someone in engineering has to evaluate the concept to see if it's feasible or not. There may be discussion back and forth where the engineer may say what can't be done or what needs to be changed in order for the design to work. The best kind of artists (i.e. the most hireable) for situations like these are those who are trained in or already have some experience in industrial design.

If you can produce a 3D model, then great. But if you can produce a 3D model with the internal mechanics that would actually work, factoring in where the screws go and the thickness of the plastic walls and also with understanding of 1) material strengths, 2) manufacturing simplicity vs complexity, 3) where the physical structures or internal mechanisms might go wrong too easily, and, most importantly, 4) how manufacturing a batch of 10,000 will cost if you do things one way versus what it would cost if you do things another way. Subtle changes will impact that.

A certain part that you might like may cost $3.00 may be shot down by the manufacturer so you may be required to use a far less expensive part that costs $0.50 so your design may have to be tweaked. What you would have to do is figure a way how to keep the costs down so that when a batch gets produced and sold to the big retailers that profits are maximized for your company.

If you open up a Maverick, it's an engineering wonder. It requires something like AutoCAD to keep track of the internal mechanics because there are an incredible number of parts.... which is why I think Hasbro has chosen to reissue certain designs in different colors because engineering a Nerf gun can be costly.

This doesn't mean you should be discouraged from trying to become a Nerf gun designer, but the more you can bring to the table beyond just art skills the better your chances are of being employed by a toy manufacturer.

Edited by CSMaclaren, 07 June 2006 - 12:17 PM.

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#5 ledzepp2994

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Posted 07 June 2006 - 03:58 PM

just to clarify the true Nerf Guns are way better than any other brand and hold up better and maby take some enginearing classes too.

Edited by ledzepp2994, 07 June 2006 - 03:59 PM.

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#6 Master Yogurt

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Posted 07 June 2006 - 09:24 PM

CSM said it nicely, but I'm just going to recap: Hasbro doesn't want someone who can just draw a pretty picture. Hasbro wants someone who can design a toy that looks good enough to sell and functions well/niftily enough to draw attention and get good word of mouth. Just art classes - or even just engineering classes - aren't going to cut it. You're going to need both. Especially in this day and age, they're not going to be interested in somebody who can simply draw up internals in CAD, or someone who makes a really cool-looking case. They're going to want you to be able to do both, well. I'd suggest taking drafting (and especially CAD courses) in high school, with a focus on mechanical engineering and some art classes (Art Design would be a good idea, judging by the name of the major) would get you where you'd want to be. Even if Hasbro is hiring someone specifically for engineering the gun, someone with a background in design as well is going to be very, very desirable. If you have experience in both fields, that eases the process of working between two different departments. When everyone knows what everybody else is talking about, everything goes much smoother.

And, uh, LeddZepp, thanks for the clarification. I was really confused myself, so I'm glad you've straightened us all out.
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