To wrap up the year I've compiled some of the finished ULTRAKILL-related art I've done in 2019-2021, textures and stuff I can't yet show excluded :) Thank you for enjoying the game and my art <3
Guttermen are not very accurate at first, but their tracking gets better the longer they fire continuously.
HD:
Their shields can be broken with the Knuckleblaster, but the freed up hand improves their tracking speed.
#screenshotsaturday
#ULTRAKILL
I'm unironically shocked by that train ad, I know Ultrakill is popular but seeing my artwork on a very real train in a city across the globe just leaves me speechless 😭😭😭
Here's my artwork for
@arensika
little project, designing robots and weapons, thinking of how they all function make me think almost like an engineer at times, which I've tried to capture in this image :)
#ultrakill
I'll start posting more stuff from layer 7 soon but for now just wanted to show how I usually deal with level textures for ultrakill (please note that I'm not a pro);
I don't usually start with a sketch but making a grid is important so it can be tiled properly
also idk how many people caught this ever since cybergrind's release :^)
I'm happy every time the facing worlds easter egg gets noticed as well, RIP Unreal Tournament, you didn't deserve to get killed
It's been a week since Ultrakill launched so it should be ok to post concepts I did for Gabriel (modeled by
@SamuelJB_23
voiced by
@GetGianni
) He was probably the hardest to get right out of all the cast so far but I'm really happy with how he turned out!
Streetcleaner concepts, 2 years old. It's the second character I've done for Ultrakill after V1 and it was never really intended to be posted online, but it's fun to look back at those times (and cringe at your old art).
So this is the Stalker enemy concept. Visually a lot of the details were pre-determined (the tank, gasmask and the cloak), so as you can see there weren't any radical changes in the process. I really like the depth this guy adds to the roster!
Initial RL sketches, I'm glad people are reminded of Q3 RL and Samus' arm cannon because that's what I was sort of aiming for. The arm cannon was Hakita's idea and it definitely worked best to make it stand out and look unique among the cast of other weapons
Some of the skybox/texture work I've done for the Cybergrind in Ultrakill. Never done it before, so it was a fun experience. Hopefully twitter doesn't butcher the quality too much. Stay tuned for
#RD2020
!
I'm really happy with how Guttertank and Gutterman designs ended up and how they were received by you guys.😊
The tank is inspired by ww1/2 german tanks & its blockiness goes great against the roundness of the man.
They also both belong to and stand out in the existing roster😌
I know this is not the flashiest content, but here's the process of making a building texture for our version of gm_construct since we couldn't use Valve's textures. Looks very simple but I'm really happy with how it looks in-game.
The Soul Survivor update spoiler embargo is now lifted, and what better way to celebrate than setting up PRE-ORDERS for our beautiful (and sinful) V1/Mirage BODY PILLOW COVER!
Use code MirageIsReal for 10% OFF!
(Pillow cover only, pillow not included)
Speaking of memes, the 2-S background was originally going to have a door-to-door salesman filth in the background but he was kinda grabbing too much attention, but this crudely drawn guy will live on in my heart
Figured some would get a kick out of this, these are the first ever sketches of V1's design process (and the first work I've done for Ultrakill) dated 12.06.2019. The whole "guns on wings" thing was tough to implement. You can see the pose that ended up on the game cover here too
Here's the concept for the secret alternate revolver you can get in the Limbo chapter of Ultrakill. The in-game model was made by
@ActionDawg
so please give him a follow!
Introducing the Virtue: the first angelic enemy. You can't hide from their attacks, so keep on the move and be careful not to corner yourself.
HD:
Easy when alone, but a dangerous supporting enemy.
#screenshotsaturday
#gamedev
(He was originally designed to be red/gold which later became the DT/enraged version & the team settled on the light blue he has right now for his default look). I was also responsible for making the ending of Act 1 piece:
Hey guys! I'm happy to announce that I'm doing concept art for
@ULTRAKILLGame
, an upcoming super fast-paced FPS ! This is V1, the main character of the game. Process sketches available here:
Red arm concept as well - as an FPS player it's always really important and fun for me to think of as many ways to add as much feedback as possible. In this instance, the reloading mechanism might be a tiny thing, but the sound + animation gives instant feedback that of its state
2.1k+ followers you guys are crazy lol, thank you.
I'll be posting the Act 2 epilogue artworks + the in-game one next week after spoiler embargo is lifted✨
I also wanted to record some sort of art tutorial so we'll see how it goes