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PLANETSIDE 2 Pre-Viz: 2A1 Prowler by ukitakumuki PLANETSIDE 2 Pre-Viz: 2A1 Prowler by ukitakumuki
Concept art 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

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Planetside 2 is out soon! Watch the trailer here: [link]
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Current Planetside 2 design, and Planetside 1 design.
[link]
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So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.

Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.

I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)

Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! :) (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.

While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. :) )

So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside! :)

More on this piece:
-Credit to Steve Wang/John Laurence for the copy writing and backstory unless stated otherwise.
-One of the ideas I had to re-present Planetside faction tones was to adopt a Command and Conquer type palatte (yes, read on). Coincidentally, C&C had Nod, GDI and the Scrin that held very familiar colour palattes to the more colourful and saturated Planetside counterparts. Yet, at the same time these worked very well because the C&C palatte reflected what I would accept as grounded camoflague tones and meaningful colour accents. For example, the NC could shift from Yellow to Tan, a meaningful desert scheme that also reflected their guerilla nature, and have the blue and black as accent markings that also made sense from a visual standpoint. The TR would be generally Grey with red accents to reflect their origin (no spoilers here) and the Vanu, well, WYSIWYG. :p
-Anti-infantry weaponry ideas as a fan, this was to see less infantry engaging tanks up close and actually fearing to tread anywhere nearby.
-Vanguard also doubles as troop carrier, with expanding capabilities as more 'drivers' enter the vehicle to man the stations.
-One major change is the appearance of the twin guns being proposed as a single rapid fire 'autocannon'. I felt that having twin cannons would make the tank look heavier than the Vanguard and generally conflict with the style. The twin look would then be reserved for the modular upgrade: The AA variant (shown bottom right).
-One of Steve Wang's ideas at the start was a mine flail version as well to help serve as EOD for the tank division, and when things got hairy, to be used as a battlement wiper (if you know what I mean).
-On the styling. I suggested early on that perhaps the TR and NC could have their shape language swapped, not only to give each a fresher read but to better bring out the backstory and purpose of either faction. The NC would have a rounded, smooth Russian in-your-face aesthetic, while the TR would sport some ergo-stealth, oppressive angular design.
Add a Comment:
 
:icontakeda999:
Takeda999 Featured By Owner Mar 25, 2015
Very, very impressive!
Reply
:iconsolgravionmegazord:
SolGravionMegazord Featured By Owner Feb 17, 2015  Hobbyist General Artist
COOL!
Reply
:iconcrimsonshredder:
CrimsonShredder Featured By Owner May 13, 2014
I think the prowler they have in the game right now is better as trs MBT. But i love this Thing. SOOOO MUCH. It would be a great Nanite System heavy tank, which would be available to all 3 factions...
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner May 13, 2014  Professional Digital Artist
Pleased you dig it! Yes if you compare it to classic art direction then yes.. TR needs to be all lumpy but at the time I was tasked with bringing something new to the table. Agreed though, I think it would still work as a Nanite Systems heavy :) Given their new stylistic direction!
Reply
:iconscotchnvl:
ScotchNvl Featured By Owner Mar 12, 2014  Hobbyist Writer
I'd rather go up against this Prowler instead of the game's double barreled cousin. I absolutely despise it's rate of fire.
Reply
:iconkunraven:
kunraven Featured By Owner Mar 3, 2014
I love your MBTs. Are you interested to help me develop a new modern war game. I need lots of MBTs

Illustration. Can you contact me on ravenworks2014@gmail.com.

Reply
:iconunb3kann1:
Unb3kann1 Featured By Owner Mar 2, 2014
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Reply
:iconisograph60xyz:
IsoGraph60XYZ Featured By Owner May 13, 2013
Cool
Reply
:icontomzhao:
TomZhao Featured By Owner Apr 25, 2013
Man, the more I look at these the more I like them. The thought you've put into these designs is really impressive.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Apr 29, 2013  Professional Digital Artist
thank you! I was very passionate about these ideas as this was my favourite game.
Reply
:iconsanchiesp:
sanchiesp Featured By Owner Apr 12, 2013  Professional General Artist
uffff Animal
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Apr 24, 2013  Professional Digital Artist
glad you enjoy it!
Reply
:iconpointcaliber:
PointCaliber Featured By Owner Mar 31, 2013  Hobbyist General Artist
Dude! This Prowler makes way more scene than the one we have now, this looks intimidated, the one now looks like a small carbine fiber box with a duel cannon turret thumb-tacked on that some how is able to take lots of hits and fits two people. Why Sony? This would have been so awesome!
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Apr 24, 2013  Professional Digital Artist
Reply
:iconvipercanel:
ViperCanel Featured By Owner Mar 24, 2013
Unfortunate they ignored such a great concept. Current faction designs look worse than what I drew when I was 7.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Apr 24, 2013  Professional Digital Artist
Don't sayy thaatttt.... most aren't that bad... more like 9 years I'm sure?
Reply
:iconvipercanel:
ViperCanel Featured By Owner May 11, 2013
They are both technically and artistically horrible. "Hey lets make a tank, give it a turret, but make its cannons hang on an easily destructible base outside because it will look so cool!" Not to mention they are all too generic and seem like rip-offs from older games. Maybe I should show you what I would draw those days :P
Reply
:iconscotchnvl:
ScotchNvl Featured By Owner Mar 19, 2013  Hobbyist Writer
This looks a lot more awesome than the Prowler in-game.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Apr 29, 2013  Professional Digital Artist
Glad you like it :)
Reply
:iconnollieflipx:
NollieFlipX Featured By Owner Jan 14, 2013  Professional Digital Artist
Planetside 2's prowler would be great if it looked like this - the twin cannons idea is a great one though.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Jun 30, 2013  Professional Digital Artist
thanks man... I always think dual heavy guns is a poor idea on a tank.. but if its lighter and spaced farther apart like anti aircraft guns and so on it works for me :)
Reply
:icons-3-m:
S-3-M Featured By Owner Dec 13, 2012
New prowler looks very bad tbh like some tank from WW1. I think SOE made a bad move with that cartoon style. Lots of ppl i know don't like this game for that plastic feeling and PS2 is really awesome so i hope (but don't really believe) they will change that.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Mar 28, 2013  Professional Digital Artist
well you know how I feel as well so all I'll say is c'est la vie :)
Reply
:iconyikari:
Yikari Featured By Owner Dec 8, 2012
Such a shame that this design was scrapped...
Reply
:iconmrkirby2:
Mrkirby2 Featured By Owner Dec 3, 2012  Student Traditional Artist
The new prowlers is like a box tank, lol... It turns pretty fast though

The devs said that the top armor would be weaker, not sure if that applies to the new prowler since its turret is so low and rounded that its basically part of the main chassis, lol
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Mar 28, 2013  Professional Digital Artist
agreed!
Reply
:iconapeviaslayer:
Apeviaslayer Featured By Owner Nov 29, 2012  Hobbyist Digital Artist
I'm gunna be honest here,
I think I would've preferred this style over what they have now.
Perhaps the weapons and armour could show up as optional skins?
Oh well.
Also I would say how much I like this, but it would take a few pages.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Nov 30, 2012  Professional Digital Artist
Thanks for the vote man :) Perhaps this will be reintroduced as a whole different weapon system :)

I'm playing PS2 alot myself, and I think I see bits of my concept stuff here and there but nothing used 'as is', unfortunately. They do enjoy their remixing :)
Reply
:iconcoltarin:
Coltarin Featured By Owner Nov 2, 2012
the space under the front of the turret looks like a possible shot trap.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Nov 4, 2012  Professional Digital Artist
thanks for the feedback! Perhaps you could scroll back some posts where others have brought up similar points that were discussed. I don't know just how much a light armoured bustle would be considered a 'true' shot trap, but I definitely appreciate your non-presumptious approach anyway! :) Thanks!
Reply
:iconralphmarx666:
RalphMarx666 Featured By Owner Nov 2, 2012  Hobbyist Traditional Artist
wait WAH!!! ??? THIS IS THE ORIGINAL PROWLER???!!!!! *WEEPS*
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Nov 4, 2012  Professional Digital Artist
:sniff: I am touched!
Reply
:iconralphmarx666:
RalphMarx666 Featured By Owner Nov 4, 2012  Hobbyist Traditional Artist
*sob together in an undignified manner for everyone to watch*
Reply
:iconbilkgod:
Bilkgod Featured By Owner Oct 25, 2012
I love your work, especially your 3d designs, their spectacular. I also enjoy the background information you supply, its the kind of detail one doesn't usually see.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Nov 4, 2012  Professional Digital Artist
thank you :) I consider it part and parcel of my job as a concept designer. The less is left to guess the better.
Reply
:iconslayerx3d:
SlayerX3D Featured By Owner Oct 11, 2012
Is the Cannon 105mm or 150mm? The description texts switched between those two a few times, but the burst function makes more sense with the 105mm as the 150mm would just be too big for it to function.

This aside, this tank looks great. Reminds me of a mix between the Merkava MK II and the Leopard 2A4.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Jan 10, 2013  Professional Digital Artist
Shitty typo on my part! And yes :D The Merk and 2A4-6 were my chief inspirations :D
Reply
:iconquesocito:
Quesocito Featured By Owner Sep 28, 2012  Hobbyist Digital Artist
Nice man!
Reply
:iconlordsarito:
LordSarito Featured By Owner Sep 9, 2012  Hobbyist Digital Artist
What was this made using?
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Jan 10, 2013  Professional Digital Artist
Google Sketchup and Photoshop :)
Reply
:iconmax-dunbar:
Max-Dunbar Featured By Owner Sep 4, 2012  Professional
this is rad. awesome work
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Sep 6, 2012  Professional Digital Artist
thank you Max! lovely lines my friend :)
Reply
:iconmax-dunbar:
Max-Dunbar Featured By Owner Sep 6, 2012  Professional
thanks! big fan of your stuff
Reply
:iconmindsouldbody:
MindSouldBody Featured By Owner Aug 28, 2012
The fact that technology can give orgasm is a fine proof one may find in these renders of yours. Love them all. And to top it off, you add so much info to it, makes them come to life. THIS is TECH ORGASM FOLK!
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Sep 1, 2012  Professional Digital Artist
truly honoured my friend :)
Reply
:iconrobintherude:
RobinTheRude Featured By Owner Aug 22, 2012
What a great old school VK series rear-mounted turret feel! I agree with you as far as swapping the 'shape language' of the TR and NC around, as much as I love my smooth-looking Mosquito..
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Aug 25, 2012  Professional Digital Artist
Honoured my friend :) Trust me when I was designing it i was really shitting myself wondering how the playerbase mIght take to the suggested aesthetic changes, ultimately i just went with a balance of homage and an overall direction that would make me feel great as a pilot behind the stick. I wanted everything to carry some pride and beauty regardless of its role on the battlefield you know? Also, the mossie was intended to be like in the first game- common pool, so it wasnt supposed to be rounded because the TR direction eventually veered that way. Its round because its meant to look aerodynamic and offer some sense of practical logic to help with suspending audience disbelief :)
Reply
:iconflaketom:
flaketom Featured By Owner Aug 7, 2012
The functionality is just great! Is there a chance to get a better view of the SPAAG version...:P
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Aug 11, 2012  Professional Digital Artist
:( Was a tiny compressed file bro, maybe I can try to dig up that old model and put it on dropbox :p
Reply
:iconflaketom:
flaketom Featured By Owner Aug 14, 2012
That would be gorgeous if it would work! Thanks a lot!
Reply
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