I was curious about this "future bass" thing that seems to be rather popular around here, so I thought I'd disect it a little bit, and I came up with tihs template.
The drums are rather dry, and that isn't really good for this type of music, as high end percussions and hats typically give movement and variety to a futurebass track. So, I'll leave that to you to improve.
Arpeggios are surprisingly easy to craft in AT. I suggest you have a look in the sequencer to get an idea of what I did there. In a nutshell, you can simply copy the chord that your arp is following over a few octaves, then put that large block chord out of the section that is actively playing, and then just sequentially plunk in smaller notes that fit that chord. The highlighting in the sequencer makes this a breeze.
The "bass" is actually very simple too. Just a square wave with a bit of distortion for harmonic excitement, and a lowpass filter. Remember, square waves (like all waveforms) are essentially just stacked sines. If you filter out the high stuff, you will be left with a sub and some interesting harmonic content above it. Then simply automate the pitch knob and have it quickly glide between octaves for more interest.
Lastly, the bass and kick drum are best mixed together with an eye on the master output meter. Don't forget to disable the limiter! All the grimey-ness of the kick is happening because it is causing clipping of the track in an utterly unprofessional manner. Watch it cross that 0dB line like it doesn't give a panda.
@Kurea
Oh, well yes it does! That's intentional lol. It actually clips the entire track so that everything else basically ducks when it hits. Is it proper? Seasoned engineers would say absolutely not. But everyone seems to be doing it for that "grimey" kind of effect.
@Kurea
I agree. It isn't really mastered or anything, but yeah, the keys sound a bit flat. They could use a bit more stereo presence. Probably a chorus or something would fix it.