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ukitakumuki — PLANETSIDE 2 Pre-Viz: M439 Vanguard

Published: 2012-07-27 11:39:46 +0000 UTC; Views: 225189; Favourites: 3127; Downloads: 6692
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Description 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.
-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 arty platform because that seems to be a smurf tactic, esp with the Phoenix guided munitions and all, it seemed to fit into the theme! Long distance turtling, or up savage CQB.
-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: 196

SoldierNoble [2022-01-06 21:46:31 +0000 UTC]

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AlCaponeSC [2021-05-12 09:55:18 +0000 UTC]

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senkosan8005 [2020-12-26 20:07:25 +0000 UTC]

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Clankerflak [2018-04-30 04:41:58 +0000 UTC]

Interesting work, though, looks like a drivers hatch is a shell trap zone. 

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zJoriz [2017-11-18 14:00:49 +0000 UTC]

Awesome design! Pretty much what an 'ideal' main battle tank would look like.

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Pootisman90 In reply to zJoriz [2018-04-05 14:15:09 +0000 UTC]

A Leopard 2 without modifications? I like the News Conglomerate (Coilguns FTW!), but would have killed them change their HEAT guns for railguns?

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zJoriz In reply to Pootisman90 [2018-04-06 19:49:24 +0000 UTC]

... I don't really understand your reply. Sorry...

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Pootisman90 In reply to zJoriz [2018-04-06 20:37:44 +0000 UTC]

Planetside 2 tanks look exactly like modern ones (minus Vanu of course). Hell, they still use gunpowder instead of lasers or coilguns.

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zJoriz In reply to Pootisman90 [2018-04-07 11:39:54 +0000 UTC]

Ah, you dislike the normal cannon? Can't really blame them. The Railgun idea may sound cool but is still (apparently) drastically outperformed by normal guns and even missiles, especially on the fields of reliability, portability and cost per shot.
I agree that it's time to explore some new weapon types though, especially in games, where such arguments don't need to apply. Even lasers and coilguns are getting a bit stale tbh.

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Pootisman90 In reply to zJoriz [2018-04-07 14:15:56 +0000 UTC]

The problem is that its the 29th century. Halo has a good reason for using cased ammo (26th), but Planetside already has fully automatic, small-arm coilguns.

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zJoriz In reply to Pootisman90 [2018-04-10 10:40:10 +0000 UTC]

I see, you're right in that case. 1000 years should be enough time to evolve both the human species and its weaponry almost beyond recognition.

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Pootisman90 In reply to zJoriz [2018-04-10 16:24:07 +0000 UTC]

Well, that only applies to the Republic. The NC and the Vanu use definitely sci-fi weaponry (coilguns, railguns, lasers and plasma); its only weird when the guys that use magnetically propelled rifles still use chemically propelled guns for their tanks.

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zJoriz In reply to Pootisman90 [2018-04-12 10:14:57 +0000 UTC]

Like I said, even coilguns/railguns/lasers/plasma are not imaginative enough when you're depicting a future that far ahead.

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Pootisman90 In reply to zJoriz [2018-04-12 13:22:46 +0000 UTC]

Actually they are, things like hardlight weapons are definitely not realisitic compared to plasma or lasers.

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zJoriz In reply to Pootisman90 [2018-04-24 21:58:05 +0000 UTC]

I didn't say 'realistic' ; )

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SeanHarvey810 [2017-11-16 13:22:54 +0000 UTC]

Cool

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VelkyMisha [2016-07-28 22:56:44 +0000 UTC]

Ever thought about making something Soviet like? I mean something lower, less armoured and expensive, but faster?

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knetch In reply to VelkyMisha [2017-08-03 22:03:40 +0000 UTC]

is good for the NC style gameplay

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POPTART117 [2016-04-30 05:37:55 +0000 UTC]

"I THOUGHT I TOLD YOU TO BRING IT BACK WITHOUT A SCRATCH!?"
"I did...Sorta...."

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NOAX00 [2016-02-23 23:26:14 +0000 UTC]

Tank <3

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PetoriusRex [2016-02-11 11:12:00 +0000 UTC]

Awesome!

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Jgunenn [2016-01-27 23:55:18 +0000 UTC]

J

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NOAX00 [2015-12-28 18:25:46 +0000 UTC]

Love the oveal design language on this one, well done !

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brand1237hu [2015-12-24 19:25:55 +0000 UTC]

An Artillery mode would be a good balance to help the NC. "Freedom over oppression!"

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TheMonkeysUnkle In reply to brand1237hu [2016-06-18 13:52:07 +0000 UTC]

The prowler kind of has that already. I do think it was a poor choice to give the vanguard a panic button ability. It really is a noob's ability when compared top the magrider and prowler.

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Eddkun [2015-10-09 23:59:37 +0000 UTC]

Great

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SolGravionMegazord [2015-02-17 22:03:26 +0000 UTC]

WOW!

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Jax1776 [2014-11-14 15:58:06 +0000 UTC]

Awesome tank!

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goeliath [2014-11-07 21:13:26 +0000 UTC]

ooooh! I love the looks of this baby! nice tank!

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PointlessDesigns [2014-06-28 10:38:47 +0000 UTC]

nice ride

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BlackAlbatross1 [2014-05-23 16:51:03 +0000 UTC]

Awesome!

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CrimsonShredder [2014-05-13 11:51:27 +0000 UTC]

I wonder if there will ever be something like artillery in the game...
I love this design... i wonder how it looks in NC Colors...

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XanarchiX [2013-11-28 16:52:20 +0000 UTC]

Those are some great concept arts! Thanks for sharing!

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PakdeMatt [2013-09-20 02:13:28 +0000 UTC]

Great design man!!, and quite funny when i see 2 soldier (probably) talking about tanks scratch.

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Zakua [2013-05-15 19:19:08 +0000 UTC]

No I'm not stocking you lol.

Just too much good shit going on around your gallery!

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multihawk [2013-04-28 21:49:28 +0000 UTC]

Epic, love the presentation!

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ukitakumuki In reply to multihawk [2013-04-29 03:40:41 +0000 UTC]

thank you!

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Robotwezel117 [2013-04-20 08:18:57 +0000 UTC]

Awesome!

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ukitakumuki In reply to Robotwezel117 [2013-04-24 07:19:42 +0000 UTC]

cheers

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mikepliek [2013-04-17 12:23:08 +0000 UTC]

artillery mode WTF!!?!?!??!

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ukitakumuki In reply to mikepliek [2013-04-24 07:40:47 +0000 UTC]

its what Sony ordered <__<

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mikepliek In reply to ukitakumuki [2013-04-24 08:25:46 +0000 UTC]

it that realy in the game, if so then how do you activate it?

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ScotchNvl [2013-03-20 00:31:22 +0000 UTC]

Multi-munition dispenser. xD Love it.

This is an awesome version of the Vanguard. I wish I could use this thing.

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ukitakumuki In reply to ScotchNvl [2013-04-29 09:09:54 +0000 UTC]

Haha thanks. I nicknamed it sanctuary killer while presenting the idea to the team. It tickles me how they basically plucked off half the armour to make it asymmetrical in design. I like to think that the original looked too hardcore for NC which prompted the decision to 'stunt' the look lol.

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alexus0977 [2013-03-06 14:26:22 +0000 UTC]

the vanguard's so small in this picture honestly

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Gods-warfighter [2013-01-30 18:46:08 +0000 UTC]

my only problem is itsnot as sleek as it could be, but the versatility more than makes up for it, very good work, you thought this one through

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Persona22 [2012-12-31 21:26:30 +0000 UTC]

This looks very good. How many cremen does it need? Four, three (Pilot, Commander, Gunner and Loader, or it has an auto loader so no loader needed)? I see that you gave it AA guns, why not support machine guns? How does it defend from Infantry without that?
How many tons is is to be? What engine does it have? Which fuel does it use? Would it be diesel? Does it has uranium on the plates to protect the crew from Nuclear weapons? If so, how do you prevent the nuclear poisoning that it causes on the long term (like it happens to crewmen of the current A1A2 tanks)?
What type of munition does it use? Can it use HEAT rounds?

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ukitakumuki In reply to Persona22 [2013-06-30 14:50:06 +0000 UTC]

Sorry for the late reply! Thanks for the kind words first of all, but as for everything else I believe its detailed out in the written description on the image

The loadouts and so on were not decided by me, because it had to answer to "game logic"/lore and the designers intent and subsequent brief to me. The game is beyond any scope of conventional logic and falls into the "just suspend your disbelief plz" like star wars and laser bolts and sound in space... that sorta thing. Art aside, its a fantastic game from a tactics and immersion point of view and it gives huge nods to many many sci-fi tropes that most have come to love since childhood, myself included.

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Draco5335 [2012-12-12 15:27:49 +0000 UTC]

This vanguard looks better than the one we have 4 sure

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ukitakumuki In reply to Draco5335 [2013-03-28 09:12:44 +0000 UTC]

oh well

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