TimeSplitters (2021)

*This page aims to collect all available information on the recently cancelled TimeSplitters project.*

* Read a Developer Interview regarding the cancelled project

* Alfred Turner
* Alex Tang
* Asa Booth
* Callum Summers
* Carl Packer
* Chris Green
* Deanna Gow
* Elmo La Mantia
* Glen Fox
* Hanneke van der Lucht
* Johnny Patroklou
* Joseph Burt
* Kieran Riley
* Kit Cox
* Mark Normington
* Mihai Andru Sandu
* Rob Steptoe
* Robyn Kirk
* Russell Maclean
* Simon Lloyd Rogers
* Tom Jones
* Will Brown
* Concept Artist

Source: https://www.artstation.com/crazyb2000/

* Horror Characters
* Misc Characters
* Sci-Fi Characters
* Winter Characters
* Unfinished Characters

Source: https://www.artstation.com/alextang

* Main Tunnel
* Materials
* Props
* Sci-Fi Municipal Building
* Sub-Tunnel System
* Turbine Hall
* Western Set Dressing

:)

Source: https://www.artstation.com/asabooth

* Brutalist Level Lighting Work
* Environment Art
* Miscellaneous Technical Art
* Western Town

Cloud shader & skybox work.Cloud shader & skybox work.

Source: https://www.artstation.com/callumsummers

* Materials
* Environment Art

Source: https://www.artstation.com/carlpacker

* Asset Kits
* Brutalist Level
* Buildings
* Western Town

Source: https://www.artstation.com/r00

* Assets
* Misc Assets

Source: https://www.artstation.com/deannagow

* Animal Skulls
* Architectural Kits
* Dead Juniper Tree
* Farm
* Fountain
* Props

Rocks=

Source: https://www.artstation.com/elmolamantia

* Cyber City
* Cyber City Antenna
* Cyber City Assets
* Cyber City Overpass
* Dispenser Stations
* Soviet Research Center
* Soviet Research Center Assets
* Stylized Gravestones
* Toltec Pillars
* Toltec Ruins

Source: https://www.artstation.com/glenatron

* Asset Work

Source: https://www.artstation.com/box-empress

* Heavy Insect Robot
* Insect Bot
* Medical Robot
* Robot Rebel
* Sci-Fi Auto Gun
* Space Oldies Mech Suit
* Steambot
* Steambot Foreman

This particularly overzealous line of robot's doesn't quite understand the meaning of the term "overkill". Capable of localized time jump's these bots can be particularly formidable and neither time nor pleading for mercy will save those unfortunate enough to cross their path. Specialized "super" variants are equipped with a larger capacity for time manipulation. Its eye stalks double as direct line of site communication devices with other Robot's, Vehicles, Security systems and Cyber enhanced inferior life forms when required in order to avoid detection or communicate encryption changes to localized communications when not in sync with the greater collective neural network. Forearms are recoil stabilized and can be replaced with direct fitment weapon systems. Back cooling panels which are usually only equipped with a basic sensor array and stabilization thrusters can be replaced with extended communication equipment and medium range flight packs. (jetpacks) Utilizes a standardized plasma power-cell that is cross compatible with other Robots and Machines of the same type. A group of Insect bots are capable of generating an energy shield for the larger Heavy Combat type. The plastoid armour plating has enhanced resistance against direct energy based weaponry and is coated in a special enzyme that allows them to recharge via a chemical reaction when coated with blood which in turn recharges the power-cells and re-invigorates the central nervous system of the bot. Bleed when shot due to construction utilizing harvested central nervous systems and other beneficial organic material.

Textures WIPFull CharacterSculpt shotsSculpt shotsIntended final wear level
This Mech suit functions as a life support system for the aging passengers.

Older version of the model.
A Clockwork marvel powered through the miracle of steam-power! This particular unit is designed after a particular writer of some notoriety with additional influences of a certain steam engine innovator with the frontal grill being specifically designed to represent his moustache. This unit is equipped with a rudimentary vocal diaphragm. When questioned they would describe themselves as a coke addict. Textured/Painted in reference to influences of early road going steam engines and Narrowboats. Big boss of the lesser "foreman" units.

This nifty lil' mechanical marvel communicates via morse code using it's front facing lamp device!

Source: https://www.artstation.com/johnnypa

* Neo Wars - Civilian Side
* Neo Wars - The Tower
* Old West - Mines
* SpaceBar
* SpaceBar - Pickups

Modular Fencing and low walls for cover.Modular Hydraulic Panels and mechanism to be used on the buildings.Early concept for the Civilian Buildings occupied by Revolutionaries.Architecture exploration for the Civilian Buildings and a bespoke design for the grand Municipal Building.Modular Vents and pipe systems to be used on Civilian Buildings.Foliage style exploration, using Cubist forms.
Since this world is divided between humans and robots, we tried showing that contrast visually. Using Neo Futurism as an overarching design language, I subtly divided the two areas further. In this post I am showcasing the robots' side, as they use more organic shapes derived from Biomimicry, unlike the humans who adopt a Brutalist shape language. From the exterior to the interior, the Tower shines prestine as the robots maticulesly design every aspect of the Tower to be a sterile utopia. A big inspiration for the visual development of this entire world was Zaha Hadid.

Early concept work for The Tower and atmosphere.Concept work for the Ground and Upper floors.Concepts for areas around the lower level Lair.Overseer design rework, based on given brief.Thumbnail ideation for the interior architecture. Lowest Level.Early concept work for The Tower and atmosphere.Lower level. The Lair where the three massive Overseers anylise data from the pool.
Since this world is divided between humans and robots, we tried showing that contrast visually. Using Neo Futurism as an overarching design language, I subtly divided the two areas further. In this post I am showcasing the civilians' side, as they follow shapes derived from Brutalism, unlike the robots who adopt an organic shape language. In order to make most assets modular, I pushed the idea of designing these assets with mostly cube shapes and sporadic curves for variation. I would concept these assets in their clean form, then we would later "destroy" them, as the civilian side would showcase a city during war. Throughout my time at FreeRad I made hundreds of concepts, quick sketches, paintovers and feedback sheets to help our 3D Artists, so these are some of the more interesting ones I thought I should show. A big inspiration for the visual development of this entire world was Zaha Hadid.

Shooting Target illustrations, evolving a previous art style to match the current visual direction.Visual Development for the Mines.Kitbash. Assets not made by me.
The Old West world would be set around the 1860-1890s, so quite a lot of research went into making sure the mines were pretty accurate to how they would have been set up back then. No electricity, so a lot of candles and lanterns, no dynamite so the walls are a bit smoother from the manual mining. We introduced a bit of metalwork from the late 1890s to give some variation in material for the bigger structures, and a ton more interest points like the slits with the golden quartz veins glistening.

The characters were very fun to draw, as I was trying to pay homage to a certain original style but evolve it to match the new direction. I had a few more I wanted to show but NDA won't allow that. I also kitbashed some stuff in engine, using our lovely team's assets, which was a very fun way for me to transfer my concepts directly in game and set dress.

SpaceBar hub world Key Art.SpaceBar themed Kiosk.SpaceBar Visual Development 01SpaceBar Visual Development 02SpaceBar Visual Development 03
The brief for this world was an old space station that was renovated into a sort of space-bar, a hub world. I decided to play around with Retro-futurism, introducing a lot of elements from 1970s design philosophy. Remnants of the old military station can still be seen the further towards the ceiling you look. A lot of props that would be seen across different worlds had been based on this world design. I introduced a lot of materials and design choices used inside of airplanes and airports to bring in a sense of familiarity when travelling. A big inspiration for the visual development of this world was Syd Mead and "The Fifth Element".

A squeezable gel juice.Health Kits containing various survival items.Armour Kits in a armadilo container.A pickup that was never fully finished.
These are some pickups I had worked on. Based of off the SpaceBar aesthetics, these would be used in every world. We wanted these pickups to feel like products you could pick up from a kiosk, produced by the SpaceBar and put up for sale. So for example the Adrenalin pickup is reminiscent of disposable silicone runner's bottle filled with an energy drink. another example is the Health pickup that that's inspired by survival kits containing instructions and various items when you open the case. You can also see the potential sticker that would be produced as a "certified SpaceBar product".

Source: https://www.artstation.com/joeburt

* Machine Industrial Site
* Machine Lair
* Satellite Building
* Train Yard
* Watch Towers

Source: https://www.artstation.com/kieraneriley

* Misc Materials
* Neo City
* Oxidized Copper Material
* Research Station Assets
* Ruins

Patterned StoneworkMetal Trimsheet partly made by Paul TrenchardConcrete MatsStone + Oxidised CopperCorrugated Metal MatsMetal + Street paving MaterialsVarious Fabric Weave patterns for the Character Artists to useRoofing Material + more patterned stoneworkLino flooring + White Tile

Source: Linkedin

* Character 1
* Character 2
* Generic Background Characters

Some character concept art, that I worked on, for an unreleased game, last year. Exploring an existing character that needed updating, for the reboot. I also wrote a lot of new lore for this character, to fit into the new story arc.

Some more character concept art I did for an unreleased game last year. A fan favourite character I had to update both her look and write her background lore for the new story arc.

Concept art for some character designs I was working on for an unreleased game. All these characters were to be generic background characters so designs were a lot of fun with plenty of freedom within the remit of the project.

Source: https://www.artstation.com/marknormington

* Pickups
* Pistols
* Rifles & Shotguns
* SMGs
* Specials & Gadgets

Some items in the editor seen here I didn't get renders for before closure.

Some items in the editor seen here I didn't get renders for before closure.Flamethrower, never finished.Crossbow thumbnailing 01Crossbow thumbnailing 02

Source: https://www.artstation.com/verisof

* Female Cowboy

Source: Linkedin

* Watchport Pottery Factory, 1890s

Source: https://www.artstation.com/robyn\_kirk

* Western Town

Source: https://russmac.artstation.com

* Frozen Lake Compound

Source: https://www.artstation.com/simonrogers

* Animals
* Characters
* Creatures
* Gargoyle
* Goofy Lads
* Milk Men
* Performer
* Undead

High polyWireframeBaked

Who's milking me?

Source: https://www.artstation.com/tomjonesart

* Reaper Splitter

The brief was to create a re-fresh of the OG design, from concept through to final design remaining sympathetic to the iconic original whilst developing the design detail further.

Source: https://www.artstation.com/willbrown98

* Environment Art 1
* Environment Art 2
* Environment Art 3
* Materials
* Props
* Saloon

concrete signbuilding and set dressingsnow decalsset dressingSet dressing, sluice gate, large level meshesset dressingset dressing, road spline, armco splineresponsible for all of the main exterior structuresnow decalsset dressing, rail road splineRoad spline, sign, set dressingSet dressing and path splineSet dressing, road and armco spline, pipes

Wall paper material, colour and pattern controlled within unreal

* Bar Maid
* Character Key Art
* NPCs
* Space Oldies