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PLANETSIDE 2 Pre-Viz: ATMG by ukitakumuki PLANETSIDE 2 Pre-Viz: ATMG 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.
>>>None exists, and I highly doubt its in the game as it was a Blue-sky phase of development when we dreamt this thing up<<<
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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:
-This was the insane idea of either Steve or John, more likely Steve, but I just fell in love with it as he told me over the phone. The look is informed by Denel's NTW-20, which I adore.
-Basically a man-portable Autocannon for maximum kill.
-I was inspired by the sniper scene in Michael Mann's Miami Vice and other ridiculous gun porn that features anti armour action.. GITS freeway scene comes to mind. The grounding spikes and drillholes in the bipods are to suggest such an application and the kind of recoil forces to expect when fielding this weapon. Teams of heavy snipers could work with infiltrator spotters to take down any thing coming their way, guerilla style!
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:iconacebird1234:
acebird1234 Featured By Owner Aug 30, 2013  Hobbyist Traditional Artist
Guns!I love guns!
Reply
:iconm-vitzh:
M-Vitzh Featured By Owner Aug 15, 2013  Hobbyist Digital Artist
I dig all your work, but this concept outclasses everything. Such a weapon class would be so fun in so many fps games... I also like the shape of the handle, looks very practical.
How did you make this mirroring effect? Is it a sketchup plugin?
Reply
:iconinfinityknifehands13:
infinityknifehands13 Featured By Owner May 3, 2013
You know one of the things that I really like about this weapon is not only does it have that futuristic vibe while being grounded in reality but could also be a possible weapon in our time(permitting the development of those exoskeletons being made the Army, future weight saving materials and parts used to reduce recoil). While this aesthetically looks like the NTW-20, the fact that it is a man portable Heavy Machine Gun reminds me of Russia's Kord 6P50 machine gun. So not only did the artist make the NTW-20 more awesome, he made the concept of the Kord even more badass.
Reply
:iconadventsend:
ADVENTSEND Featured By Owner Apr 27, 2013
Awesome, always loved the thought of anti-tank weaponry and just large calibre weapon systems in general.
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Apr 29, 2013  Professional Digital Artist
Hey, me too! lol :p
Reply
:iconbigtanks369:
bigtanks369 Featured By Owner Jan 9, 2013  Hobbyist General Artist
Nice rifle, can get one in black?
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Jun 30, 2013  Professional Digital Artist
haha thx
Reply
:icongodsavant:
godsavant Featured By Owner Dec 25, 2012
Planetside 2, as it is, desperately needs to implement this weapon. Infantry and ground vehicles are toothless against aircraft, aside from dual-burster MAXes. Giving them a dedicated anti-armor rifle would let them fill the infantry-vs-armor niche currently occupied by MAX suits. If this ever gets implemented (likely with an outrageous CERT cost), I'l have you to thank!
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Mar 28, 2013  Professional Digital Artist
haha! you will actually have steve wang and john laurence to thank.. they are the original team that contracted me that i believe, thought up all this shit. I just hope i value-added by bringing it to life with my own aesthetic/functional preferences.
Reply
:iconmatthewvandusen:
MatthewVanDusen Featured By Owner Nov 29, 2012  Hobbyist Digital Artist
planet side needs to get on these :)
Reply
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