Beyond the Nuts and Bolts of Designing a Spaceship
- Casey Hudson
- Apr 19
- 4 min read
My Drifting Amalgams universe has plenty of ships. But I rarely focus on the technical aspects of these vessels. When designing a spaceship, I’m looking more at narratively interesting elements. Whether it’s a detail that’s unique to a given ship. Or a feature that helps move the plot along, I like my spaceship design ideas to mix the real world with the fictional.
To accomplish this, I ask a lot of questions to balance comfort and function.
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Spaceship Design Ideas for Including Variety in the Universe
One of the basic ways I discover uniqueness in my spaceships is through the essentials. I think through how my ship functions and how that may differ from other ships. And when I say “other ships,” I mean other ships in my Drifting Amalgams universe and ships from other properties.
Imagine if every ship I built ran on fossil fuels, had touch screens, and had strong shields. There would be little reason to mention the ship at all. But, in the Drifting Amalgams universe, some ships are fueled by guano. A resource produced via one of the species’ waste management systems. Some ships have direct neural interfaces for operation, while others have touchpads. And strength of shields depends on the technology and cultural values that were involved in designing the ship.
When coming up with spaceship design ideas, I find it helpful to look at spacecraft anatomy. How does the ship get where it’s going? What’s the composition of the ship’s power source, communication and data handling, propulsion and thrust, and navigational components.
And, again, I don’t necessarily detail technical aspects. The Oomfr’crumf Nation’s space hopper, for instance, is a vehicle meant to carry passengers between the planet’s surface and one of many space stations in orbit. For this craft, short distance communication capabilities are standard. However, they are only designed for communication and data sharing to and from on-surface hubs and nearby stations.
The uniqueness of this detail calls back to the culture’s insular values. These spacecraft do not allow communication outside of the Nation, which is uncommon for non-Nation ships.
Designing a Spaceship with Unique Usability Characteristics
Another way I like to play with the character of a spaceship is with the usage and usability of the ship. Here, I create the standard ship: its intended use. Then, I layer modifications, accommodations, and upgrades on top of the baseline model.
Let’s say I start with a basic ship. Intended use: Personal and small freight transport. But I modify it for smuggling purposes. A fake compartment that looks like an engine system makes this ship unique. In it, one can stash illicit goods. And the compartment mimics the heat and density of the non-existent engine. So no problems with cargo checks. But narratively, this could be interesting if the ship didn’t pass a security check.
Or, maybe, I’m writing about a cargo freighter with a large complement of tadaribrae crew. (Tadaribrae are the species that refine guano). Since tadaribrae are not affected by their own guano, no problem. But what upgrades could be made to this basic freighter to ensure the safety of non-tadaribrae? In this case, special enclosure and filtration chambers store the ammonia-rich resource for later refinement. Narratively, though: What if there’s a containment failure?
To get at these narratively interesting aspects, I look at: What adaptations or modifications are commonly made to the spacecraft, and how do they affect comfort or performance? What makes this craft ideal for modification? How accessible is the spaceship for physiology or environments it wasn’t designed for?
And, as I suggested before, the decisions I make when designing a spaceship are sometimes about the characters who use the ship.
In the case of the Oomfr’crumf space hopper, there are no accommodations made for physiology of any kind. Because they are not interested in mingling with other species, they refuse to make any modifications or adaptations for people who are not po’ongabel. Similarly, only individuals deemed to be in excellent health and physical condition are allowed to travel to or from the Interstellar States. So they do not accommodate any conditions or physiological states that they consider abnormal.
Designing a Spaceship with Internal and External Character
Speaking of culture, I like to play with controversies and constraints involved with ship construction and travel.
Say, for instance, a ship is meant for public use, but only certain people are allowed on it. That can be narratively interesting. My Interstellar States don’t commonly have artificial gravity, so a child born on one may not meet the definition of “fit”. Does that mean they can never see their parents’ home planet? …even though the technology exists to help their bodies endure gravity?
In this world, too, the central government increasingly struggles to support the Interstellar States. As the States become less supported by the Nation, space hoppers receive less maintenance. What does this mean for the safety of passengers? Or continued ability to visit the planet’s surface?
When working with external factors alongside internal ones, I’m thinking about the construction, operation, and maintenance of ships. (Whether they are public, private, or commercial.)
Are there any difficulties surrounding the making of the ship or the sourcing of materials? Maybe there are biological, social, or environmental factors that would be considered newsworthy.
When looking at internal factors, I look at quality of life on a spaceship. Some particularly concerning hazards of space travel are isolation and confinement. Being in a confined space with the same people for months–even years–can be taxing. Plus, living and working in the same place with little to no support from ground control means that the professional and psychological training needed for a space crew is extensive.
Physical space inside the craft, exercise equipment, and even light therapy to maintain circadian rhythms can be interesting spaceship design ideas to work with.
There’s a lot to manipulate when I think beyond the nuts and bolts of designing a spaceship. With some effort, I can give my ships character and a voice within the narrative.
Until next time, stay inspired.