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PLANETSIDE 2 Pre-Viz: AMBR Sniper
By ukitakumuki   |   Watch
939 49 55K (1 Today)
Published: July 30, 2012
© 2012 - 2019 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]
[link] <<<An update?? Much closer to an older, less chunky preliminary design I did.
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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:
-Planetside's Barret :p The design started as a more simple, sleeker style without any menacing muzzle brakes or chunky receiver frame, but with the evolution of the other weapons, it somehow felt like the sniper started becoming 'weaker' in relation to the rest. This bulky version was my final submission. Again, the modular sensibility is applied when the scopes, rear monopod and forward bipod are traded for iron sights as a heavy rifle. I imagine that variant would feel like an M14 as opposed to an M21. (in a COD context) Perfect for twitch players with Quake level railgun skillz.
Image size
1600x1200px 507.57 KB
IMAGE DETAILS
Software
Adobe Photoshop CS5 Macintosh
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Comments (49)
Chang913's avatar
A little late to the party but 2.14kg loaded ? this gun is as light as it is badass
Reply  ·  
Krag7's avatar
Krag7|Hobbyist General Artist
Was this what they used for the base model of the Archer? I've relatively recently gotten into the Planetside 2 scene(PS4 to be specific, and comparing it to PC gameplay I've seen? it's a bit dissapointing), and made the purchase on that particular weapon, and this reminds me quite a bit of it.
Reply  ·  
tankmasterp's avatar
This is amazing. I watched the trailer and it made the game seem like a single player game. Is it going to be an MMO?
Reply  ·  
ukitakumuki's avatar
ukitakumuki|Professional Digital Artist
it is an mmofps in every sense. a youtube search can't hurt if you're looking for some jawdropping videos!
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tankmasterp's avatar
Thanks it looks amazing. Your work is fantastic. It is sad that they didn't use all of your work.
Reply  ·  
whyme107's avatar
Simply beautiful. There's not one thing on this sniper rifle that's not stunning, great job!
Reply  ·  
ukitakumuki's avatar
ukitakumuki|Professional Digital Artist
thanks kindly!
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SonOfCimon's avatar
A long range anti-materiel rifle that doubles as a HMG? How would the bore last past a few hundred rounds?

Also, "acting out my Mechwarrior fantasies on live human opponents"
Here's to MW! Taken before its time ;_;
Reply  ·  
ukitakumuki's avatar
ukitakumuki|Professional Digital Artist
MWO MWO!

The weapon principle isn't mine, I just visualise what they want made. :)
Reply  ·  
SonOfCimon's avatar
We both know it's not the same; it never will be.
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templar127's avatar
Love this rifle!
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vissroid's avatar
My god man!

you're doing concept art for them?!

My appreciation for you being one of my fav' artists, keeps getting better and better, man.

totally wigging out right now, like I did when I saw you in heavy metal!
Def' be trying this baby out in the game(if they let ya in the closed beta of course, hehe)!

Awesome job as always, Kai!
Reply  ·  
ukitakumuki's avatar
ukitakumuki|Professional Digital Artist
Not gonna spoil it for you my friend, but its unlikely this version of the gun will be out, at least for now. :) But yeah, thank you anyways for the support! The fans' reaction to my work so far has been very kind, and that is more than I could have asked for as a fan myself. Can't wait till Monday for the beta :p

Monday 2PM PDT is the official beta date if I got my sources correct :)
Reply  ·  
zacharyp99's avatar
zacharyp99|Hobbyist Photographer
This is a sexy rifle!
Reply  ·  
ukitakumuki's avatar
ukitakumuki|Professional Digital Artist
Glad you think so :D
Reply  ·  
MTF40's avatar
MTF40|Student Digital Artist
Was this done in photoshop or a 3d program?
Reply  ·  
ukitakumuki's avatar
ukitakumuki|Professional Digital Artist
In Sketchup, then the presentation compiled in Photoshop :)
Reply  ·  
MTF40's avatar
MTF40|Student Digital Artist
THanks for taking the time to answer :) Good luck to you!
Reply  ·  
ukitakumuki's avatar
ukitakumuki|Professional Digital Artist
Cheers!
Reply  ·  
John-234's avatar
Just curious, why does it have fully automatic? Seems the magazine is too small and the chambering too large to need it.

Also, I realize this probably would not fit the aesthetics but a railed forearm and monolithic upper would allow for more flexible placement of bipod and optic, since you have all that free-floated real estate to take advantage of. That aside, it's a sexy take on a "future Barrett."
Reply  ·  
ukitakumuki's avatar
ukitakumuki|Professional Digital Artist
HAha, the fully auto bit is clearly the anime geek in me crying out for more firepower. One image I had in mind was a belt fed 50cal sniper, a sentry role sniper that never needs to reload or relocate, and thats how that idea evolved. Its just for fun, and a definite no-no for game balance :)

The upper receiver is actually single body construct, but no use for rail/attachments since the game doesnt have any assignd to sniper (at least at the time of conceptualisation). Even bipod function would probably be aesthetic to appeal to arcadey gamers and not like a Day of Defeat mechanism where you have to deploy it to aid accuracy. Since I was paid to do my best I just went to town, especially as a fan who wanted to see a more realistic, tactical pace to the game.
Reply  ·  
John-234's avatar
Hmm, I see!
Reply  ·  
EBE246's avatar
Dude all your planet side stuff is so sick,
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