Nerf Gun Designers
#1
Posted 04 June 2006 - 05:13 PM
Me- WHAT?!?!
David- Uhh... I forgot.
#2
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?
Go to college. Major in art design... Then try and get into a more specialized line of work.
#3
Posted 04 June 2006 - 07:11 PM
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.
Sincereley,
Pat
#4
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?
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.
#5
Posted 07 June 2006 - 03:58 PM
Edited by ledzepp2994, 07 June 2006 - 03:59 PM.
Stairway is not the best song of all time... don't get merried to it you fool
Nerf it up!!!
#6
Posted 07 June 2006 - 09:24 PM
And, uh, LeddZepp, thanks for the clarification. I was really confused myself, so I'm glad you've straightened us all out.
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back. The Trooper
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