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View Full Version : Keenon's FPS Concept Sketchbook


gizzerd91
January 6th, 2010, 12:52 PM
Current Project: 3D, fully featured FPS for Facebook

Plot:
In brief, the idea is that Russia and America got into a nuclear war soon after the end of World War 2. Both countries were completely obliterated, and the fallout from the war caused massive climate shifts and population death. The sole superpower after this massive destruction is China, which appears to be alone in the world, as Australia is now mostly underwater, and Europe was targeted as part of NATO during the war. North America is now tropical in climate, and completely irradiated. For almost a hundred years after the war, China, and humanity, are fairly stagnant, rebuilding. Several attempts are made to colonize North America and Russia. Unfortunately for the colonists, the civilians who survived the wars in these countries (a precious few who were genetically predisposed against radiation poisoning) have multiplied and rebuilt some of their cities, and fought against any land encroachment by Chinese settlers. They managed to arm themselves by rebuilding some of their factories, and trading with the few Chinese brave enough to sell weapons in irradiated North America. The Chinese government doesn't want to back any attempts to take North America, as they believe it's a waste land not worth fighting for. In reality there's a lot of land and resources to be had, so private companies finance colonies, and buy arms to defend them. The game consists of fights between these colonies, and the American settlements, on what remains of the now jungle covered west coast of North America.

Marine:

The soldier. He has a holographic projected HUD in front of his head. The projectors are embedded in the neck of the chest plate. Otherwise pretty standard fare for an FPS. A little Killzone inspiration with the gas mask, but I think that will work later with the vague story ideas I have cooking up in my head.

RS24:

The sniper rifle. I went a different way than most future-fps games with the guns, because I honestly don't think gun design will change that much in the future. With guns, simpler is better, and if you can't take it apart in the dark, while being shot at, its not simple enough. What I think will wind up happening (and is already starting with the US military) is simply more electrical sensors attached to simple gun designs. Both my guns have a little box with two red indicator lights on it. As technology gets better, things get smaller, so this is all you need to send full weapon data (angle, ammo, etc) to your HUD. The box is called the On Weapon Advanced Tactical Sensor, or OWATS. The gun's called the Ranged Support (RS) Version 24.

IAW4:

The heavy machine gun. Initially I had a knife on the sniper rifle, but if the enemy gets close enough that you need a knife, a sniper hasn't done his job. A machine gun, on the other hand, is meant for cutting people up. So enjoy your knife. Again, this gun comes equipped with the OWATS for full HUD integration. Its called the Infantry Assault Weapon (IAW) Version 4.

Bunker:

I took a stab at making a bunker. I gave it a grungy, yet practical design. I don't want anything too unrealistic in this game, so if a bunker doesn't look like it could take a missile hit, it hasn't done it's job. These bunkers will have been abandoned by the chinese decades ago in the jungle during initial reconstruction efforts, so they are weather beaten, and nature has begun to stain the concrete, and leave surface cracks in bits of it.

Retrofitted Lifter:

The helicopter. This was meant to be cheap to build, and cheap to fix. It's just an old communist heli left over from initial reconstruction efforts (those communists do tend to leave quite the arsenal whenever they evacuate a place), with some armor plating and a chaingun, and of course, missiles, also taken from the old stores. I took my graphic inspiration from the Hind for the cockpit, scale, and landing gear and the Apache for the threatening military angles and general pitbullish aggressiveness. In most games, helicopters are way overpowered, so you can't have many of them. With this I hope to change that, and make helis a more common feature of play. Its really fun to snipe a pilot out of a helicopter, so there is no bulletproof glass on my helicopter. In fact, there is no cockpit glass at all, to facilitate easy entry and exit (awesome mid air bail outs and parachuting). Its just a projected holographic HUD, of the same make as the personal HUDs on the body armor. The armor plating only covers the bottom, so the helicopter is safe as long as it flies high. When, however, it turns its nose down to use its weapons, it exposes its pilot and other sensitive spots, like exhaust vents, rotors, etc. I thought that would add a new, interesting strategic aspect to the helicopters, plus then I could have a couple of them flying around on a map, because they're not overpowered, and are vulnerable to small arms fire.

Rhino:

The jeep. I took inspiration here from the military's Humvee and from the classic truck with a gun, Halo's Warthog. I borrowed the gritty toughness, tire size, and general angry demeanor from the Humvee, and tried to make it a little more futuristic by changing the angles like a Warthog. I know the chaingun on top is a little incongruous with the rest of the jeep, but I wanted it to be similar in materials to the guns the players will the using the rest of the time. The chaingun sits on a swivel, with will move with the player as he rotates to look at things. Like all my vehicles, this is supposed to be cheap, simple, tough, and very communist.

Titan:

The tank. It's always bugged me that tanks store their ammunition on the outside (what if you run out of ammo in the middle of a firefight?) so this is basically just the armor, the track, and a cannon. It has some projectors on the cannon, they produce a targeting laser for the cannon, and show a tiny (mostly decorational) targeting HUD. I threw in some vents and rivets to keep it from looking too bland, but left out the ideas for visual stimulation that I didn't think were plausible.

About Me:
I've been doing game dev for the last 5 years (since I was 11), and have done work in Flash, for the iPhone, and standalone games. It's my passion, and it's my intention to go into the game industry when I get through the rest of high school and college. 2D art is, in my opinion, the least strong of my skill sets for game development. I am a much better coder and modeler than painter, but I'm learning. I figured it's time to do something as good as I possibly can, so I'm launching into this. For the images I used Photoshop and a Wacom tablet. I spliced images only for the guns, and that only for the barrels and firing blocks, all else is painted by hand, and with photoshop brushes.

DSmith
January 6th, 2010, 01:24 PM
Hey there!

Nice concepts,are the weapons and vehicles 3D paintovers,or are they done entirely in PS?
I think that maybe a white background would serve the purpose better,because the darker stuff kinda blend in,and that is not the best for concept art.

Keep 'em coming!