




When I first started working on EXPLOSIVE CHASERS, I spent a lot of time searching the internet for car assets.
The assets either didn't really fit what I had in mind, didn't match the game's art style, or were simply too large in file size. So, I decided to take matters into my own hands and design the cars I needed for the game myself.
One of those cars is this one:
A Peugeot 406 that was a popular car in Europe and North Africa during its time. It was produced in several versions with different engines. If you'd like to learn more about the real car, you can check out its Wikipedia page.
So, what does all of this have to do with EXPLOSIVE CHASERS?
Good question.
Starting with the second demo, I added 10 cars to the game, and most of those 10 cars were designed by me.
One of them is called Brigitte.
Oh, and before I forget: in the third demo, I also adjusted the car prices to better match the game's progression. So now, it's much easier to afford and buy Brigitte!
Back then, I wasn't very familiar with Blender's tools yet. ☹
On the other hand, the art style of EXPLOSIVE CHASERS didn't require the cars to have a lot of detail. So, I decided to start with Blender's default cube and mess around with it a little.
I started shaping it into something like this:
Then I thought to myself:
"Yeah... this isn't going to work."
It would be much easier if I downloaded a Blueprint of a Peugeot 406 and used it as a reference.
Now that I had the Blueprint imported, it was time to start shaping the body and design Brigitte based on the Peugeot 406.
At this point, I decided to take this simple cube and add a roof, a hood, and front and rear sections to turn it into something that actually looked like a car. 😊
Now we had a cube with a roof, a hood, and a trunk.
Sure, all the cars in EXPLOSIVE CHASERS have a low-poly design, but this was way too boxy. 😐
So, I had to make it a little smoother.



Now that the car was a little smoother, I could finally move on to the actual design details.
I usually start building the details from the front, simply because that's what I prefer. So, I started with the hood, front bumper, and headlights, and then moved on to the front fenders.
Here are the front fenders taking shape:
After that, I moved on to the middle and rear sections of the car and started shaping those areas as well.
Then I started working on the rear lights.
And, well, if you look closely, you'll notice that I completely designed the rear lights myself. They don't really look anything like the real Peugeot 406's lights. 😊
And this is the final body shape I came up with. Now it was time to give it some color.
Here, I was working on positioning the wheels.
And the result was what you can see in the image below:


So, in the end, we got a very low-poly version of the Peugeot 406, with several parts redesigned and modified by me.
I decided to name this car Brigitte. 😊
It might also be interesting to know that the Paint Jobs available for Brigitte in the game are based on the real colors of the Peugeot 406.
They may not be exact copies of the original colors, but they're pretty close to the real ones.



And finally, I'd love to hear what you think about Brigitte's design.
I'm also planning to make a video showing the process of designing this car from start to finish. I'll upload it to my YouTube channel:
https://www.youtube.com/@Arshia-A47
Thanks for reading, and I hope you enjoyed seeing how Brigitte went from a simple Blender cube to a car in EXPLOSIVE CHASERS! 💥🚗