Gurmukh Basin

Gurmukh Bhasin is an architectural designer turned 3D CONCEPT ARTIST, who currently hails from Los Angeles. His addiction to adventure and all that is creative, was fostered at a young age -- boarding school in India, architecture school in Arizona, and skateboarding through the streets of Barcelona, by way of graduate school at the Southern California Institute of Architecture [sciARC]. Gurmukh's work draws significantly from his life experiences, and provides a constant source of inspiration as he continues to explore the seemingly untapped intersections between reality and imagination.

While immersing himself in the professional realm of architecture for many years, Gurmukh discovered that his true passion lied in the concept phase of design. Essentially, a self-taught digital artist, his method and aesthetic is unique in that it draws from his background in architecture and real world design. Using tools such as Maya, Keyshot and Photoshop early on in his design development process, Gurmukh is constantly examining new ways to merge traditional and contemporary design techniques when creating surreal and often times un-earthly environments, architecture, vehicles, and props.

A self-proclaimed "eternal student," Gurmukh sees great potential in the future of digital art and design. He hopes that his undying curiosity and enthusiasm to seek out what lies beyond the bounds of his current expertise will ensure that he gets an opportunity to play a significant design role in multiple creative fields. 

What makes good design?

For me the most successful concept designs follow a few simple rules.  It must be functional and not just designed to look cool.  The story of the design should be very clear just by looking at the concept and shouldn't need any additional text to explain what it is and how it works.  The scale of the design in relation to the human who use's it should be evident with things such as steps, door handles, handrails, things a human would use to operate the concept, etc... without needing a scale figure in the image.  This will help your audience relate to your design and really help them buy into the dream you are selling them. Lastly the design should be an original idea.

What kills a design?

For me what kills a design are a few things.  When I don't believe in the story you are telling I automatically lose interest in your creation.  So when I see things where the function clearly doesn't work, the scale is off, kit bashed geometry smashed together and recognizable parts from other peoples designs, I automatically start to lose interest in that concept.  I like to treat my concept designs as if I were building them for real, and make sure that the care taken in the modeling shows that there is no clipping, proper clearance and all parts are original.