Drawabox.com | Drawing Prompts | Summer Fun
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Having trouble coming up with something to draw? No worries - while you'll eventually learn how to start from a tiny seed of a thought and gradually nurture it into a complex concept to explore through design and illustration, it's perfectly fine not to be there just yet.

For now though, here's an idea that might interest you.

Summer Fun

Nerf. Supersoaker. That weird, wet, Slip'n Slide thing that has to have resulted in countless childhood injuries and lawsuits. In the 90s, these were the bedrock of summer fun.

Or at least, that's what TV marketing told me! The few times I had enough friends to play with water guns, it didn't really live up to all the hype. 15 minutes of mediocre enjoyment, followed by an eternity of everything being a little damp. But that's nothing new - advertisements are all about showing you what could be, not what is!

No matter - you're an adult now, and by a questionable series of life choices, you find yourself employed in the marketing department of a toy company. It is your responsibility to capture, distill, package, and sell some good old fashioned summer fun. Design a toy that will make children put aside their video games and rush outdoors. You can focus on the inner-workings and problem solving of the toy itself, or on the branding and packaging instead.

And remember! Injuries are the legal department's problem, not yours.

This one isn't doing it for you? How about this one instead: Flora is Fauna >>>
The recommendation below is an advertisement. Most of the links here are part of Amazon's affiliate program (unless otherwise stated), which helps support this website. It's also more than that - it's a hand-picked recommendation of something I've used myself. If you're interested, here is a full list.
The Art of Blizzard Entertainment

The Art of Blizzard Entertainment

While I have a massive library of non-instructional art books I've collected over the years, there's only a handful that are actually important to me. This is one of them - so much so that I jammed my copy into my overstuffed backpack when flying back from my parents' house just so I could have it at my apartment. My back's been sore for a week.

The reason I hold this book in such high esteem is because of how it puts the relatively new field of game art into perspective, showing how concept art really just started off as crude sketches intended to communicate ideas to storytellers, designers and 3D modelers. How all of this focus on beautiful illustrations is really secondary to the core of a concept artist's job. A real eye-opener.

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