Creating the 2010 Camaro: A Study in Fast Design
The 0 to 60 mph in five seconds is amazing. But more amazing is how the design was developed in a matter of a few months.
Posted on: 5/1/2009
When introducing the 2010 Chevrolet Camaro, GM North America Troy
Clarke admitted that the first half of 2009 isn’t exactly a great time
to be rolling out a new car, especially what they’re describing as a
“sports car for the 21st century.” After all, given the prevailing
economic conditions, times are certainly not ideal.
“But if
you’re introducing a car, I can’t think of one I’d rather be
introducing than this,” Clarke said of the aggressive new
rear-wheel-drive car.
But just as the Camaro SS with a 6.2-liter
V8 derived from an engine used in the Corvette has the kind of
acceleration that can pin you back into the seat, the design program
for what became the 2010 Camaro was similarly high velocity.
And
there is a bit of Corvette in it, as Tom Peters, the man responsible
for the C6 Corvette design, ultimately headed up the program for the
car.
As Peters recalls, he was called into the office of Ed
Welburn, vice president of GM Global Design, during the last week of
June 2005. He was told that there was some “good news and some
challenging news.” The good news was that Peters, fairly fresh off the
Corvette program, was being given the opportunity to develop an
alternate theme for what was to become the 2010 Camaro. Work had been
underway for about six months in the GM Warren Advanced Design Studio
under Bob Boniface (who is the lead designer for the forthcoming Chevy
Volt extended-range hybrid, so know that the competition is tough).
The
challenging news? Welburn wanted a running prototype ready for
photography by October. And, Peters says, to make matters a bit more
time-sensitive, the corporation was about to take the annual two-week
shutdown. So the clock was running a bit faster.
And let’s not
overlook the fact that even though sports coupes tend not to have
massive sales, they are what are know as “halo” vehicles, so while a
customer may admire a Ford Mustang or a Dodge Challenger (two of the
Camaro’s key competitors), when they go into a dealership to look at
one, they may leave in a Focus, Sebring or Malibu.
The first
thing that Peters did was put together a team. He describes it as a
“very diverse team.” There was a designer from Russia and another from
Korea. There were clay sculptors and engineers.
Peters says
that when developing a design, it is key to select an iconic image and
then use that as a platform from which to launch. For the C6 Corvette,
he used the 1963 split window Corvette. For the Camaro, he selected
the 1969 model of that car. And he told the designers that he wanted
“The meanest street-fightin’ dog you can sketch.”
When they
returned from the break, he took them out of the mainstream of studios
at the GM Tech Center and down into the basement to a studio that was
not only hard to get to, but harder to find. It’s called “Studio X.”
As he puts it, “We created our own atmosphere. The lights weren’t even
working down there, so we had to wire them to make sure they could
illuminate the model. The music”—e.g., Thievery Corporation; Groove
Armada—“was blasting. It was loud, and action-packed, a very intense
creative atmosphere.”
And it was done for a reason: “When you
have a project like the Camaro, everyone wants to see it and to give
you their thoughts. That is wonderful, but if you’re under a time
crunch, you want to separate yourself.”
The normal course in
developing a vehicle design is to start with sketches, and then to make
scale models. The scale models are used as points of discussion among
the people in the studio as well as management. “We didn’t have time
for that,” Peters says. “We went from the sketches to a model—a
full-size model.”
Fortunately, Boniface’s studio had two
full-size armatures, upon which models are built. That saved time. So
they used that structure to create vehicle’s design. Peters believes
that a car must be seen in where it will exist, in the outdoors, so it
was out of Studio X and onto the Design Patio. They mocked up the clay
model with cardboard, foam and tape. They worked in the rain. “We
didn’t want to waste any time.”
At the end of August, there was
a “shootout” on the Design Patio. Studio X versus the Advanced
Studio. Bob Lutz, then GM vice chairman of Global Product Development,
and Ed Welburn had to make a choice. Studio X got the nod.
The
model went into the main design studio, where the surfaces were
balanced and refined. The body was scanned to create a digital model.
The team created all of details and parts, such as the glass, doors,
lamps in CAD. Two body shells were cast from the model, one of which
became a static model and the other was lowered onto a running chassis.
The vehicle was rolled out to the public the first week of January 2006 at the North American International Auto Show.
What’s
the normal amount of time to do what Peters and his team did in a
matter of months? “Normally,” he says, “it takes about a year.” They
didn’t have time for that.







