Killing Floor - [TW]Ramm-Jaeger2
The Flesh Pound was a lot of player’s favorite “Specimen” from the mod so we wanted him to be awesome and explored a few different directions for him.

The first new concept we had for the Flesh Pound, concept art by Leland Scali, deviated from the mod’s design completely. In this concept the Flesh Pound was a horrible disfigured, diseased freak mutated similar to the elephant man. He was a victim that was filled with rage from disease and torture. Barbed wire was wrapped around his huge disfigured hands. All though we still like this design and could see a character come out of it in the future we felt the original Mad Max looking design felt the “Metal” vibe of the game more.

<a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/fd39abbb8a31f607458284f0ede9574ed80d2912.jpg"> Concept 1 </a>

As we went back to the original concept, in which the Flesh Pound was more of a huge cybernetic warrior, there was some further iteration on his design. Another piece by Leland shows the Flesh Pound more like his original mod design but with the body proportions of an ape.

<a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/24dc2f13598a916f784f0bbf275dde074874dcf8.jpg"> Concept 2 </a>

Alex Quick, the Killing Floor mod’s lead dev and creator did this quick sketch to explore more of a low tech creation featuring leather belts and crude metal shards.

<a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/7f397bad7450bcfc8ebc0c02ca58b38ef926ad0b.jpg"> Concept 3 </a>

Our final 2D concept for the Flesh Pound, again by Leland Scali, looked like a hulking half-cybernetic creature. We enhanced the look of his cybernetic core and made him blind with a cybernetic plate in his face. The lights on his chest and back show the pounds mood. If the lights are yellow he is largely unaware or uncaring of your existence. Piss him off, they turn red, and he comes charging at you, destroying everything in his path. Lights were added on his back so you could tell how dangerous he was at that point from behind.

<a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/9f8235563b09aee62e61254ee390211c5a973c0e.jpg"> Concept 4 </a>

Further iteration on the design was done in a 3d modeling program called “Modo” and a 3d sculpting program called “Zbrush”. In this iteration his pounders proportions were changed and made to be spinning “Flesh-Blenders”. The design of his visor was also altered to feel more “Metal”. The metal shards from Alex’s sketch were added to give some asymmetry and interesting additions to his silhouette. Here you can see the final in game model/texture for the “Flesh Pound”, one of the most feared “Specimens” found in Killing Floor.

<a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/198d93b2e9b502f28d2e64a5ab4b10b7174c80ea.jpg"> Final Flesh Pound </a>

Finally here is an in-game screenshot featuring the “Flesh Pound” raging!

<a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/9f7f815ffca8c08d10abbab503ffa366e55daadf.jpg"> Flesh Pound In-Game </a>
Killing Floor - [TW]Ramm-Jaeger2
The Flesh Pound was a lot of player’s favorite “Specimen” from the mod so we wanted him to be awesome and explored a few different directions for him.

The first new concept we had for the Flesh Pound, concept art by Leland Scali, deviated from the mod’s design completely. In this concept the Flesh Pound was a horrible disfigured, diseased freak mutated similar to the elephant man. He was a victim that was filled with rage from disease and torture. Barbed wire was wrapped around his huge disfigured hands. All though we still like this design and could see a character come out of it in the future we felt the original Mad Max looking design felt the “Metal” vibe of the game more.

Concept 1

As we went back to the original concept, in which the Flesh Pound was more of a huge cybernetic warrior, there was some further iteration on his design. Another piece by Leland shows the Flesh Pound more like his original mod design but with the body proportions of an ape.

Concept 2

Alex Quick, the Killing Floor mod’s lead dev and creator did this quick sketch to explore more of a low tech creation featuring leather belts and crude metal shards.

Concept 3

Our final 2D concept for the Flesh Pound, again by Leland Scali, looked like a hulking half-cybernetic creature. We enhanced the look of his cybernetic core and made him blind with a cybernetic plate in his face. The lights on his chest and back show the pounds mood. If the lights are yellow he is largely unaware or uncaring of your existence. Piss him off, they turn red, and he comes charging at you, destroying everything in his path. Lights were added on his back so you could tell how dangerous he was at that point from behind.

Concept 4

Further iteration on the design was done in a 3d modeling program called “Modo” and a 3d sculpting program called “Zbrush”. In this iteration his pounders proportions were changed and made to be spinning “Flesh-Blenders”. The design of his visor was also altered to feel more “Metal”. The metal shards from Alex’s sketch were added to give some asymmetry and interesting additions to his silhouette. Here you can see the final in game model/texture for the “Flesh Pound”, one of the most feared “Specimens” found in Killing Floor.

Final Flesh Pound

Finally here is an in-game screenshot featuring the “Flesh Pound” raging!

Flesh Pound In-Game
Killing Floor - [TW]Yoshiro
The guys at Filefront managed to get Tripwire to answer some questions. Go check it out! http://news.filefront.com/gt-qa-tripwires-killing-floor/
Killing Floor - [TW]Yoshiro
The guys at Filefront managed to get Tripwire to answer some questions. Go check it out! http://news.filefront.com/gt-qa-tripwires-killing-floor/
Killing Floor - [TW]Ramm-Jaeger2
Don't forget to show up for the Tripwire dev chat on Killing Floor today at 4pm EST. You don't want to miss you chance to chat directly with the dev's and get all (or as many as we can fit in the alloted time) of your Killing Floor questions answered!!!
Killing Floor - [TW]Ramm-Jaeger2
Don't forget to show up for the Tripwire dev chat on Killing Floor today at 4pm EST. You don't want to miss you chance to chat directly with the dev's and get all (or as many as we can fit in the alloted time) of your Killing Floor questions answered!!!
Killing Floor - [TW]Ramm-Jaeger2
For Killing Floor we wanted to redesign all the creatures from the original mod. We used the original character background and model as our start-point and wanted to give some of them a little “extra”. For the crawler we felt it would be interesting to make him more spider-like and play off of people’s fear of arachnids, making him more the sort of thing that makes everyone shudder when it drops down your neck!

The <a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/c6d531bd760d4521205d23acad678c3d97253cc7.jpg"> initial concept </a> for the crawler was done in Photoshop manipulating different photos of people and spiders together. We were able to quickly find a new direction for the character that was creepy and gave us a jump off point for the sculpting process.

The <a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/5205e58553531de397df84db439d4b3de2f6cd90.jpg"> final concept </a> was completed in a 3d sculpting software called Zbrush. This tool was used to sculpt the creature using “digital clay”. The crawler was given a unique silhouette by adding spidery legs, spikes and claws to help identify him amongst the specimens easily and to really drive home the whole spider image.

Zbrush allowed us to model the high polygon model and concept the <a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/39cde64cf5dde8312fa9b0a51cd2c39cc0c9ac4b.jpg"> final character </a> at the same time. After several revisions the final Zbrush sculpt was complete and served as a high polygon model that we could use to bake information to the low polygon model and use in game materials.

After creating the low-polygon model and baking the information from the high polygon model using the 3d modeling and rendering software Modo, final color and texture was added. Different pattern designs and colors from spiders were used to help his menacing appearance and make him feel “poisonous”. Here is a shot of the final <a href="http://media.steamcommunity.com/steamcommunity/public/images/apps/1250/f0f6af1cb167188649bcc7b306a0f3a8fd824ab3.jpg"> crawler in-game </a>.
Killing Floor - [TW]Ramm-Jaeger2
For Killing Floor we wanted to redesign all the creatures from the original mod. We used the original character background and model as our start-point and wanted to give some of them a little “extra”. For the crawler we felt it would be interesting to make him more spider-like and play off of people’s fear of arachnids, making him more the sort of thing that makes everyone shudder when it drops down your neck!

The initial concept for the crawler was done in Photoshop manipulating different photos of people and spiders together. We were able to quickly find a new direction for the character that was creepy and gave us a jump off point for the sculpting process.

The final concept was completed in a 3d sculpting software called Zbrush. This tool was used to sculpt the creature using “digital clay”. The crawler was given a unique silhouette by adding spidery legs, spikes and claws to help identify him amongst the specimens easily and to really drive home the whole spider image.

Zbrush allowed us to model the high polygon model and concept the final character at the same time. After several revisions the final Zbrush sculpt was complete and served as a high polygon model that we could use to bake information to the low polygon model and use in game materials.

After creating the low-polygon model and baking the information from the high polygon model using the 3d modeling and rendering software Modo, final color and texture was added. Different pattern designs and colors from spiders were used to help his menacing appearance and make him feel “poisonous”. Here is a shot of the final crawler in-game .
Killing Floor - [TW]Ramm-Jaeger2
Extracts of Lab B Audio Log - August 12-17th Dr.Robert Monroe, Horzine Biotech.

August 17th

"Bloody Spider-freaks. Everywhere. Steve Chang just wouldn't stop screaming when they came out of the ventwork. I guess I would have done the same: I really treasure my intestines. I'm kind of glad they came back to eat the rest of him – I could swear his eyes were staring at me. It's alright though, this room is completely secure, the Army will be here soon and I’ll be safe…"

<unidentified crashing and breaking sounds audible on the recording>

"OH GOD, they’re everywhere, they’ve GOT ME! They are eating my…….AAAAAARRRRRHHHHHHHHHH!"

<transcript deteriorates into screaming and hissing at this point, then terminates.>
Killing Floor - [TW]Ramm-Jaeger2
Extracts of Lab B Audio Log - August 12-17th Dr.Robert Monroe, Horzine Biotech.

August 17th

"Bloody Spider-freaks. Everywhere. Steve Chang just wouldn't stop screaming when they came out of the ventwork. I guess I would have done the same: I really treasure my intestines. I'm kind of glad they came back to eat the rest of him – I could swear his eyes were staring at me. It's alright though, this room is completely secure, the Army will be here soon and I’ll be safe…"

<unidentified crashing and breaking sounds audible on the recording>

"OH GOD, they’re everywhere, they’ve GOT ME! They are eating my…….AAAAAARRRRRHHHHHHHHHH!"

<transcript deteriorates into screaming and hissing at this point, then terminates.>
...