the art of killing floor 2 digital artbook

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The Art of Killing Floor 2 Digital Artbook

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Page 1: The Art of Killing Floor 2 Digital Artbook
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Contents

IntroduCtIon 5 Biotics Lab 10 Burning Paris 24 Outpost 42 Cyst, Clot & Slasher 56 Crawler 69 Stalker 80 Bloat 86 Gorefast 92 Siren 100 Husk 108 Scrake 116 Fleshpound 126 Hans 134 The M.E.A.T. System 147

Weapons Berserker 150 Commando 164 Medic 174 Support 184 Off-perkWeapons 193 Welder&HealingGun 195 Perk Knives & Grenades 201

CharaCters 208 Ana Larive 210 Donovan “Bulldog” Neal 212 DJ Scully 214 Lt. Masterson 216 Mr. Foster 218 Constable Briar 220 Reverend Alberts 222 Hayato Tanaka 224 TRADER Pod 226

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IntroduCtIon

I am proud to introduce The Art of Killing Floor 2, Tripwire Inter-active’sfirstartbookof,hopefully,manymoretocome.

ForKillingFloor2wewantedtocreateanopen-endeduniversethat would not constrain our creativity in any way. As a result, Killing Floor 2 has been (and remains) such a special project to workon.Wehavelaidthefoundationswithablendofmodern,near-futureandmakeshiftweaponry,whileanarrayofmutatedand biomechanical monsters stalk the players in unique environments.

ThisbookgivesinsightontheZed,Weapon,CharacterandEnvironment designs as well as adding in a little backstory.

Art Director

Warning!Thisbookcontainsimagesofthezeds,bosses,locationsandweaponry used throughout Killing Floor 2. If you would like to see these designsforthefirsttimeingame,comecheckouttheartbookafterplaying for a while.

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BIotICs LaB

The Biotics Lab, buried deep under some nameless Belgian city, was oneofHorzine’smajorcloneproductionandexperimentationsites.Aproduction plant for growing Clots, the facility was also used for R&D andexperimentation,simplybypluckingrandomspecimensofftheproductionline.Atthepointoftheoutbreak,someoftheearly-generation clones tried to escape and save themselves. Their attempts to escape simply enabled the horde to escape too.

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Irreverentlyknownasthe“ClotMother”,theBiomassLife-RedemptionUnit livesinacarefully-regulatedtank,buddingoffasteadystreamofClots, basedoff the pre-programmedDNAsamples from the lab. TheBiomatterIntakestillneedssomerefinement,butfunctionswellenough,channeling suitable nutrients into the tank, allowing for the hugely accelerated growth of the clones. Once harvested, the clones are dried and delivered to the processing room for inspection. From there, they can be delivered to the various R&D chambers for further “work”.

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BurnIng parIs

WhenoneofClamely’sclonesescapedfromLondon,hewasonatrainfor Paris, where he vanished underground once more. Only to resurface a few months later, reinvigorated, restored and ready to wreak more mayhem. The population of the 14eme Arrondisement, almost in the shadowoftheEiffelTower,werecaughtcompletelyunawaresasamassive outbreak of specimens surged out of the Paris Metro one spring morning.ThefirstParisians,sittingatpavementcafes,neverknewwhathitthem-thereststartedrunning.Itdidn’tdomuchgood,asmoreoutbreaks started appearing all over the city, coming up out of the sewersandtheMetro.Withinhours,Pariswasdesolated,elementsburninggentlyamongstthecarnage,asthezedspursuedtheliving out of the city.

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Art Direction: with KF2 it was really important to us to make the levels comealiveandbebelievableasplaceswherepeople(usedto)live.Wewantedtoimagineupawholeworldofgraffiti,thatneededtobebeddedin the backstory, derived FROM the KF universe and directing the player’sattentionTOtheKFuniverse.Horzine,cloning,DNAmanipulation, fear, distrust all coming through.

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outpost

Horzinehadasecuritytrainingbase,alsousedfortestinginterestingexperimentalweapons,inthefarnorthofNorway,notfarfromtheNorthCape.Buriedawayinthehilly,evenmountainous,tree-and-snow-coveredterrain,theycouldhavetheirguysrunaroundinexperimentalbodyarmor,test-firingallsortsofexoticpersonalweaponry.Thenearly-permanent heavy cloud cover kept the spying eyes in satellites at bay, whiletheterrainandextremeweathercouldaccountforanysnooperson the ground. Not that it did them any good when the outbreak hit. The securityforcesonhandwerewell-armed,butfewinnumber,asmostofthemhadalreadybeenreturnedtomainHorzinefacilities.Thisledtoashort,sharpbattle,withhighcasualtiesforbothHorzine’stroopersandthespecimens-butspecimennumberswontheday.

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One of our visual pillars is alwaysHorzinecorporate.WewantedHorzinetobepartofthe world visually. In this case, weexploredwhatHorzinevehicles might look like for transporting large amounts of Zed specimens by air, sea and land.

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Cyst, CLot & sLasher

TheClotsarethemostcommonlow-levelZedinthegame.WewantedtomakefightingClotsmoreinterestingthanbefore,moreentertainingandmoreofachallenge.Wecreated3archetypes,eachwiththeirownanimationsandvariationsontheClotAI.Welikedthissomuchwedecided to give each one a distinct visual look as well.

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CystOurgoalfortheCystwastomakehimlooklikehewasn’tfinishedcloningyet.Pulledoutoftheovenabittoosoon.Weexploredversionswhere he was more translucent but ultimately went for a baggy, loose skinthathadn’ttightenedyet.WeusedMarvelousdesignertophysically simulate skin on him and then did further sculpting on top of that.

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CLotThe Clot’s design is based on the Clot from the original Killing Floor. WeinternallycalledhimAlphaClotforalongtime.Thisclotismeanttolookmostlyhumanoidwithexageratedhandsandfingerstohelpsellhisgrabattack.Weoriginallyhaddesignedcloning“ports”ontheclot but abandoned that after designing the Clot mother as the cloning method.

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sLasherThe Slasher clot’s visuals came mostly from his animation set which wasfinishedbeforehisvisualdesign.Hewassporadic,twitchy,clearlyinsaneandcoveredwithselfinflictedwounds.

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CraWLer

The Crawler had more iteration than almost any other Zed. Early on we wanted a complete redesign that did not resemble the crawler from KillingFloor.TheCrawlerwaslightcolored,hadalizardliketail,morelimbs and was much larger then he is now. In the end we decided he shouldberecognizablefromtheoriginalKillingFloorbutwithamuchmore mutated/interesting design.

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staLker

TheStalker’sdesignwasbasedofftheideathatshewasmeantnotonly for cloaking but also for staying hidden when uncloaked. Her skin attempts to absorb light when visible and completely refract lightwhencloaked.Shehasscarsfromthebio-mechanicalimplantsthat give her the cloaking ability. Her form is also mutated with enlarged slashing claws.

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BLoat

There was one core goal for the Bloat: make the fattest, most gross zombie-likecreaturetograceavideogame.Thenippleringsfromtheoriginal Killing Floor were removed to reinforce the idea that all Zeds weremadefromthesamesourceClotandthenlatermodifiedwithbio-mechanicsorgeneticmutations.

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gorefast

The Gorefast remains largely unchanged from the original Killing Floor. One goal with KF2 was to push the color and silhouette of each Zed to be more unique, more instantly recognisable to the player. The Gorefastalreadyfitthis,givenhisredtoneandasymmetricalbody.WedidexplorestrangeversionsoftheGorefastthatwalkonallfours and that still had some skin left hanging on them. But they nevermadethecut!

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sIren

TheSirenisfleshmadeintoasonicweapon.Blinded,tortured,ema-ciated and truly one of the most horrifying Zeds in Killing Floor, herhandsarepinnedawayfromherbodytopreventself-inflictedwounds. Her mechanical structure and emaciated form gives her a very distinct silhouette.

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husk

The Husk design remains largely unchanged from the original KillingFloor.Weoptedforcolorblockinginterestingshapesonhisbody with keloid scaring. His body is but a Husk, his insides an inferno. Emissive glows breaking through his skin help to pick him out in the darkness.

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sCrake

The Scrake went through a lot of iteration. He originally had a back-packtoprocessbio-matterinthefield.Wewerealsoexperimentingwith a harpoon gun that could pull players into his chainsaw. Ultimately we went for a design that is similar to the original Killing Floor but leans towards a mad butcher rather than a doctor.

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fLeshpound

The biggest design change on the Fleshpound was his silhouette andbodyform.Wewantedhimtobetrulyhulking.Theideaisthatthethreatofazedcanbecommunicatedbysizeandhowmutatedorbio-mechanicalitis.Moredetailedmalletswereexploredbutdroppeddue to the polycount limitations.

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hans

Hans Volter is meant to look like a sadist. For him pleasure becomes pain.Selfinflictedwoundsandabarbarically-attachedexoskeletonroundouthisdesign.HissuitismeanttolooklikethepeakofNazi-era technology. Emissive glows and lights on the character communi-cate the current stage of battle.

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Hans early design had him more emaciated and borrowed contortionistthemes.Allthoughhewentthroughare-designlateindevelopment, many of the original design themes were kept but had the goal of making him look more threatening.

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the M.e.a.t. systeM

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Berserker

In Killing Floor 2, the Berserker has become focused on the more brutalmeleeweapons,oftenjury-riggedoutofweirdandwonderfulcollectionsofparts.TheCrovel,Pulverizer,Vlad-1000Nailgunandthe suitably evil Eviscerator, that combines the actions of a chainsaw withtheabilitytofireoffspinningsaw-blades.Youlikeclose-quarters, then this one is for you.

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CoMMando

Here’sclarityoffocus:assaultrifles,inanyandallforms.TheAR-15,SA80,AK-12andtheSCAR.Singleshotorburstfire,notwastingammunitionbyhosingitdown-range.Notalwaystheheaviesthittingpower, but a great choice for those who like to dish out a lot of damage at a decent range.

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MedIC

All-newweaponsfortheMedic,specially-designedjustforyou.Ase-riesofveryspecialweapons-pistol,SMG,shotgunandassaultrifle,allbasedoffthesameprinciples.Caselessammunition,sonothingtoeject.Andabuilt-inhealingdart,withtargeting.Nottomentionheal-inggrenades,thatcanalsopoisonZeds!

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support

Ammunition,welding-andshotguns.Ifyoulikein-your-facefirepower,thisistheoneforyou.Fromastraightforwardpump-actionshottie,throughtheclassicdouble-barreledversion,toacombatshotgunand,finally,thefully-autoAA12.Seriousfirepower,yes.Subtlety, no.

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perk knIves & grenades

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CharaCters

TheTeam.Clean-upCrew.Mercs.Horzine’sPets.Manynamesforonegroup.WhenHorzineagreedtotakecorporateresponsibility,theystartedrecruitingsurvivorstofighttheZedmenace.Recruitingwasactually obvious. Someone who had somehow survived the onslaught had to have something going for them. And if they were willing to do itagain(evenifjustforthemoney)theyhad“therightstuff”.They’vealreadyhadtheon-the-jobtraining,sojustequipthemandsendthemin.TheykillZeds,Horzinepaysthemabounty,letthemspenditonbiggerweaponsfromtheHorzineTrader.Everyonewins.Exceptthe dead. But they don’t complain.

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ana LarIve

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donovan “BuLLdog” neaL

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dJ sCuLLy

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Lt. Masterson

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Mr. foster

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ConstaBLe BrIar

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reverend aLBerts

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hayato tanaka

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trader podtaCtICaL reMote aIr depLoyed equIpMent repLICator

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