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ukitakumuki β€” PLANETSIDE 2 Pre-Viz: 2A1 Prowler

Published: 2012-07-27 12:55:02 +0000 UTC; Views: 200701; Favourites: 2347; Downloads: 5539
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Description Concept art Β© 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.
-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.
Related content
Comments: 203

cptraph [2023-04-08 11:10:54 +0000 UTC]

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4-X-S [2023-01-08 01:13:54 +0000 UTC]

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NXTangl [2021-03-10 17:54:37 +0000 UTC]

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flyinghigh22 [2019-07-29 13:03:51 +0000 UTC]

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RyanThunder [2019-06-29 16:41:55 +0000 UTC]

This is SO much better than what they did.

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sgtMagnetide [2019-05-26 10:57:51 +0000 UTC]

sometimes it says 105 and sometimes 150 mm cannon, what is correct?

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Longshot123 In reply to sgtMagnetide [2022-03-20 09:53:14 +0000 UTC]

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spikedpsycho [2019-03-03 04:31:21 +0000 UTC]

General Dynamics take note

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4-X-S In reply to spikedpsycho [2023-01-08 01:14:38 +0000 UTC]

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footjoki [2019-02-24 15:02:28 +0000 UTC]

Wow

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Grahamhorridge68 [2017-01-02 04:58:21 +0000 UTC]

CoolΒ 

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mattking16 [2015-07-11 04:40:36 +0000 UTC]

awesome work

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Malek-khelifi92 [2015-06-22 10:11:24 +0000 UTC]

ukitakumuki Β with what softwear you make itΒ 

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Takeda999 [2015-03-25 20:26:29 +0000 UTC]

Very, very impressive!

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SolGravionMegazord [2015-02-17 22:03:14 +0000 UTC]

COOL!

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CrimsonShredder [2014-05-13 11:49:40 +0000 UTC]

I think the prowler they have in the game right now is better as trΒ΄s 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...

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ukitakumuki In reply to CrimsonShredder [2014-05-14 04:39:43 +0000 UTC]

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!

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ScotchNvl [2014-03-12 07:33:19 +0000 UTC]

I'd rather go up against this Prowler instead of the game's double barreled cousin. I absolutely despise it's rate of fire.

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kunraven [2014-03-03 14:06:30 +0000 UTC]

I love your MBTs. Are you interested to help me developΒ a new modern war game. I need lots of MBTs

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

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Unb3kann1 [2014-03-02 15:11:01 +0000 UTC]

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IsoGraph60XYZ [2013-05-14 03:14:33 +0000 UTC]

Cool

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TomZhao [2013-04-26 01:25:03 +0000 UTC]

Man, the more I look at these the more I like them. The thought you've put into these designs is really impressive.

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ukitakumuki In reply to TomZhao [2013-04-29 07:20:57 +0000 UTC]

thank you! I was very passionate about these ideas as this was my favourite game.

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sanchiesp [2013-04-12 09:08:15 +0000 UTC]

uffff Animal

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ukitakumuki In reply to sanchiesp [2013-04-24 08:06:48 +0000 UTC]

glad you enjoy it!

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PointCaliber [2013-04-01 01:23:55 +0000 UTC]

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!

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ukitakumuki In reply to PointCaliber [2013-04-24 08:58:36 +0000 UTC]

[link]

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ViperCanel [2013-03-25 03:25:17 +0000 UTC]

Unfortunate they ignored such a great concept. Current faction designs look worse than what I drew when I was 7.

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ukitakumuki In reply to ViperCanel [2013-04-24 10:02:20 +0000 UTC]

Don't sayy thaatttt.... most aren't that bad... more like 9 years I'm sure?

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ViperCanel In reply to ukitakumuki [2013-05-11 23:05:30 +0000 UTC]

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

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ScotchNvl [2013-03-20 00:29:31 +0000 UTC]

This looks a lot more awesome than the Prowler in-game.

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ukitakumuki In reply to ScotchNvl [2013-04-29 09:10:32 +0000 UTC]

Glad you like it

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NollieFlipX [2013-01-14 22:51:34 +0000 UTC]

Planetside 2's prowler would be great if it looked like this - the twin cannons idea is a great one though.

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ukitakumuki In reply to NollieFlipX [2013-06-30 15:20:27 +0000 UTC]

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

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S-3-M [2012-12-13 12:33:52 +0000 UTC]

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.

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ukitakumuki In reply to S-3-M [2013-03-28 09:14:17 +0000 UTC]

well you know how I feel as well so all I'll say is c'est la vie

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Yikari [2012-12-08 09:26:20 +0000 UTC]

Such a shame that this design was scrapped...

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Mrkirby2 [2012-12-04 00:28:48 +0000 UTC]

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

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ukitakumuki In reply to Mrkirby2 [2013-03-28 08:58:34 +0000 UTC]

agreed!

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Apeviaslayer [2012-11-29 22:46:18 +0000 UTC]

Hidden by Commenter

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ukitakumuki In reply to Apeviaslayer [2012-11-30 09:30:55 +0000 UTC]

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

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Coltarin [2012-11-03 02:43:05 +0000 UTC]

the space under the front of the turret looks like a possible shot trap.

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ukitakumuki In reply to Coltarin [2012-11-04 12:14:26 +0000 UTC]

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!

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RalphMarx666 [2012-11-03 02:32:43 +0000 UTC]

wait WAH!!! ??? THIS IS THE ORIGINAL PROWLER???!!!!! *WEEPS*

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ukitakumuki In reply to RalphMarx666 [2012-11-04 12:15:59 +0000 UTC]

I am touched!

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RalphMarx666 In reply to ukitakumuki [2012-11-04 13:02:33 +0000 UTC]

*sob together in an undignified manner for everyone to watch*

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Bilkgod [2012-10-26 01:12:14 +0000 UTC]

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.

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ukitakumuki In reply to Bilkgod [2012-11-04 13:12:48 +0000 UTC]

thank you I consider it part and parcel of my job as a concept designer. The less is left to guess the better.

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SlayerX3D [2012-10-11 20:12:20 +0000 UTC]

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.

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ukitakumuki In reply to SlayerX3D [2013-01-10 15:32:39 +0000 UTC]

Shitty typo on my part! And yes The Merk and 2A4-6 were my chief inspirations

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