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PLANETSIDE 2 Pre-Viz: Thumper by ukitakumuki PLANETSIDE 2 Pre-Viz: Thumper by ukitakumuki
Update: OOH! I found this floating around: [link]
They assumedly kept my "Punisher conversion" idea! The first time I can't really tell of any changes to the geometry... *ignores the skin* :D

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]
[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:
-I was inspired by the "totally modular" design approach to the game concept at the time, and came back with them with a Thumper that could make full use of its high caliber to fire a wide assortment of munitions. This in turn led to many functional/fun suggestions for gameplay that I included over the course of working out the design. Perhaps even be readapted into weapons similar to Rocklet rifle or even the Punisher with the add-on secondary grenade launcher attachment. I liked the idea of having a folding stock that when deployed, changes the handling characteristics (COF bloom, player aimspeed, reticle accuracy and "closure" speed, etc)
-The buckles would also suggest the ability to hang weapons off the front of your playermodel instead of the maglock back from the first game. This maybe in turn would affect the slots on your inventory(?) and allow the weapon to be readied much faster as a fair tradeoff.
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:iconcrazygobb:
CrazyGobb Featured By Owner Aug 27, 2014  Hobbyist General Artist
Awesome. Great work ! :D
Reply
:icongenera1chao5:
Genera1Chao5 Featured By Owner Nov 20, 2013
How do you make these concept arts? (this along with others, like the Prowler and Galaxy)
Reply
:iconhenrykhaung:
henrykhaung Featured By Owner Apr 24, 2013  Hobbyist Artist
Nice gun!Wish sony use that gun in the game.Oh by the way,please visit me,I am a newbie here,and I would like to show u my first upload,
Pretty please :)
Reply
:icondevastator200:
Devastator200 Featured By Owner Mar 3, 2013  Hobbyist Digital Artist
my head hurts.
Reply
:iconsonofcimon:
SonOfCimon Featured By Owner Nov 19, 2012
The flash suppressor confuses me. Do explosives have any sort of visual report or is the Thumper designed to work in conjunction with some sort of weapon firing conventional rounds?
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Nov 20, 2012  Professional Digital Artist
Yes, the longer 20mm type :)
Reply
:iconsharkbyte3827:
sharkbyte3827 Featured By Owner Oct 24, 2012
The Thumper is an amazing looking weapon You concepts for it's load out and even the use of the ammo barrel and magazines is sexy. I would love too carry a weapon like THIS into a base.
Reply
:icondevastator200:
Devastator200 Featured By Owner Mar 3, 2013  Hobbyist Digital Artist
then look at this.
[link]
Reply
:iconukitakumuki:
ukitakumuki Featured By Owner Nov 4, 2012  Professional Digital Artist
Have you gotten the beta yet? They managed to retain the thumper really close to the mesh I supplied them..! :) Can't wait to try it. The latest "Take The Power" shows quite a bit of it..
Reply
:iconsharkbyte3827:
sharkbyte3827 Featured By Owner Nov 5, 2012
Yeah I got the Beta. I just updated the latest patch so I'm eager to try it out with my Outfit and see how it goes.
I'm keeping my fingers crossed they implement my idea of nigh combat gear. Posted it up on the site forums.

That's pretty cool thought about your Thumper design. I'll keep an eye out for it.
Reply
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