Like my designs from a few years ago, I wanted to create an ecosystem of small arms like you might see in the 1943-1952 time period, which would mean a mixture of of machined and stamped components with furniture of wood and Bakelite. Optics would be basic. Here are some notes on the individual guns:
Machine Pistol- This was originally a doodle of what it might look like if the features of an MG 42 were put on a bolt gun. To try and make the very short barrel make a little more sense I added some elements from the Manchester SMG and one of those vertical foregrips everybody thought was cool a couple years ago. (Yes, your groupings would probably be about the size of a bus.) The magazine is a quad-stack affair.
Automatic Carbine- VG1-5 plus bits from the FAL and that odd peep sight from the first version of FG 42.
20mm Anti Tank Right- Solothurn, Type 97, and the Boys all mixed up. Also a sort of shaped charge rifle grenade based on the Stielgranate 41.
Light Machine Gun- Rhinemetall did some interesting prototypes after the war based on the MG 45. I've mixed these with the reversible feed direction of the MG 34 and some experimental FG bits while adding the odd drum from the MG 13. I've added back in the barrel change capability of the MG 42, though in the LMG role that might not be necessary.
Autoloading Revolver- Mateba + Webley = Party all night.
Anti Tank Projector- I'm not sure that there are any anti tank rocket weapons that *don't* have a piece or two in there. A note about the warhead: The lugs on the side are my attempt to visualize some sort of mechanism to tilt the hollow charge warhead to convert glancing hits to solid ones- plus it makes it look meaner.
I've used guns as an example here to show how you can use existing elements to get something that looks novel while still seeming familiar. The same process can also work well with architecture, vehicles, or equipment. Originality is a tricky question when designing things like these. Of course you don't want to rip somebody else off, but you also want to your designs to do what they need to do for the project you're working on. A gun that hints at the time period and nationality of the soldier wielding it makes it so that exposition is less needed elsewhere. When you're designing things you're telling part of the story. Oftentimes the best way to do that is to give the audience some familiar elements they can latch on to and use that to draw them into what's different.
It seems like there's a lot of retro designs out there, but fortunately there's a lot of interesting historical designs draw upon and mix up.
It's kinda funny how you mention the novel/familiar aspect. A friend of mine said she didn't like the last Indiana Jones movie because the weapons seemed "too new" I had to explain to her that many of the weapons that we take for granted in action movies were far older than she thought and hadn't changed much in many years (i.e. the 1911 Colt or the AK-47)
It's odd how old many of these designs are, and how often a weapon outlives the nation that created it.
Because I am using the same sources of inspiration I ended up with roughly similar results, but luckily they are also different enough that I can use them without fear of them being considered rip-offs of either your or somebody else's work (as far as I've seen, anyway. The net is one big place...).
However, it's amusing to see we liked about the same bits of the ...ahem..."donor" weapons, like, for example, the sight from the Fallschirmjägergewehr 42 or the oversized rivets from the Gustloff Volkssturmgewehr. And like your AT rifle, mine is also an "almost quote" of an existing design, in my case the Croatian RT-20.
I must commend you on the understanding of how guns, materials and manufacturing processes work - these are not a blind mix and match, but rather a careful choice of elements fitted together to create sound mechanical constructions that "could have been". The barrel change mechanism on the LMG is just one of several such nice touches.
If you ask me, the lugs on the hollow charge warhead are a bit superfluous, since a shaped charge doesn't have to be oriented at precisely 90 degrees to the armour to be effective - once it detonates, the jet will go through anyway, no matter the orientation. True, at an angle it will have a longer way to go through armour, but since the jet will keep going at least two meters before dispersing enough to "lose punch", I don't think that's a problem. It's true it looks meaner though.
Also, I agree with you about the need for good fictional design to include "handles" rooted in the familiar for audiences to grapple them. A very pertinent recent example from Hollywood was Pacific Rim, where a lot of elements of the Jaeger design were deeply rooted in their respective backgrounds, such as the helmets of the Russian crew resembling the Soviet tanker helmets.
The lugs are almost certainly silly, but from doing game art I've become aware of having things both work in terms of the logic of the world you're creating as well as telegraphing function to the audience. If you can have an item that conveys function with appearance you can cut out some exposition. It's tricky, because it can break immersion if pushed too far.
If you get a chance, you might take a look at a website called Forgotten Weapons: www.forgottenweapons.com/ They have some interesting and obscure designs.
In fact I will be posting them on DA soon enough (after the 31st, because I have to finish an urgent project until then so i don't have time to colour them -they're at the lineart stage now) and I'll give you the link so you can judge for yourself.
Yes, your background in game design certainly shows, and I certainly understand how the rules you set for the world affect the design choices. What I thought was a minor adjustment, removing all sources of natural rubber from my world, proved to have profound consequences on all technological branches, but also provided me with a truly interesting design challenge, something I don't regret.
Of course I know it, that is one of my main sources of inspiration, along with this other site, which offers really interesting bits of long-past technology, from unusual locomotives to steam powered airplanes and acoustic radar... www.douglas-self.com/index.htm
I like your concept to "familiarize" people with the weapons and whose holster they reside it. It's also a really great idea to base your future-y designs off of known, real-world weapons. Maybe this is what happened if/when Hitler's occult and alien explorations led to extra-planar combat.
As far as the rocket launcher goes, I liked the ring shaped guard on the original M1 bazooka, so I used it here.
Thank you for your comments.
Everything here definitely would be overcomplicated and overpriced. Clockmaster nightmare, which will never get into actual trenches. In actual history only 3rd reich was crazy enough to produce something alike in large series... and died out in mere twelve years. Not the only coffin nail, but one of.
Very nice design, anyway. I like it
the Revolver has a look of an inverted Beretta as well,the zig-zag pattern of the drum also changes from the usual six-loader too. Its funny to see how the parts fit so well on all the guns
The idea of increasing the cylinder size is also interesting, and could be a nice visual cue in an FPS. One could also swap out cylinders like an old cap and ball revolver. It might not be ideal in reality, but it could look really good in a game.