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Dev Diary #28: The Art of Primal Fury

Ancestral greetings my humanoid kin, for this Dev Diary I’d like to discuss the process of summoning this DLC to life. Be warned it is an image heavy thread!

Also, don't miss our recent Primal Fury Midgame Dev Stream (it was today! and there were some details about pantheon update)

The art team, specifically the Art Director (me) the Concept Artists along with the Creative Director, are the first to explore the DLC. Through the ideation process of moodboards, keywords and rough sketches we set out by exploring the big questions -

Are we alone in the universe, what mood do we want to convey, what are the visual gaps we want to fill, and what would our players love?

Your Culture​

When it comes to Primal Fury we knew we wanted a new Wild nature affinity themed culture. We started with some early mood exploration, playing with a neolithic vibe combined with animism, spirituality and tribal motifs -

PrimalFury_Mood.jpg


As designers join the team we start to solidify a visual identity. We knew we wanted to fill the Nature affinity culture gap, but at the same time introduce a new way to play via sub-cultures. We thought about how we might introduce these visually through animals, weapons and costume. We then start to concept potential lineups and unit types-

PrimalFury_Culture1.jpg


This changes rapidly as we hone in on a direction, we put basic 3D blockouts in game and push to introduce new weapons. Instead of a ranged unit using a bow how about we use a blowdart weapon? We explore avenues to bring in new ways to play with existing unit types. This meant having to create new poses and animation sets as it comes with it’s own unique abilities -

Darter_Disengage_WIP_01.gif


Wild culture weapon exploration -

PrimalFury_CultureWeapons.jpg


After iterations we end up with a lineup we’re happy with. Each unit role and tier is communicated clearly, and differently from one another. We have clear material definition and customization options such as player and armour colour. We split up trinkets like jewelry, furs and bones so we can reuse them for leader customization -

PrimalFury_Culture2.jpg


We then take these 2D concepts and translate them into 3D by sculpting digital clay, notice in the texture of the double handed axe how the blade is really bright, this helps communicate readability in combat -

PrimalFury_CultureWeapons3D.jpg

PrimalFury_Culture3D.jpg


We wanted a way to show the sub-culture animal picks across your units so we made weapon variants to visualize this, for instance your support units magical staff or melee units shield swaps out depending on if you chose the path of the Storm Crow, or Dune Serpent etc. -

PrimalFury_CultureShields.jpg

PrimalFury_Staff.gif


Additionally we create new skin decorations that fit the culture, we test to make sure that they not only look good on humanoids but also the 13 other forms we have -

PrimalFury_SkinDecoration.jpg


An example of leaders you can create -
PrimalFury_Leaders..jpg


Your City​

Your city has 4 visual tiers, it should also show what wall defenses have been built, and have room for units and a wizard tower to spawn ontop. To communicate this we have a clear breakdown and composition of how a city is made. Firstly, the main tower which acts as the focal point. When it comes to the wild city we opted for a capstone that would switch it’s visual based on the sub-culture pick. Next we use secondary and tertiary towers, playing with scale and bridges to lead the eye to the center. We then place very small houses around to really push the scale of the city. Lastly we add particle FX like smoke, torches and fireflies, again these are coloured towards your sub-culture pick -

PrimalFury_City1.jpg


House and Tower concepts -

PrimalFury_City2.jpg


PrimalFury_CityGIF.gif


Wild city sieges need unique wall and house visuals with destructible variants, the lighting and biome will change depending on city location -

PrimalFury_City3.jpg


PrimalFury_City4.jpg


Your Forms​


From day 1 fans have been asking for a dog form, unfortunately we can’t make every dog breed so we decided to narrow it down to what we call the doge form, here’s the initial concept art and sculpt based off of our very own Senior Dragon Artist, Maki -

PrimalFury_Forms1.jpg

Just kidding! Instead we wanted to push for more of a beast vibe that tied well into the Primal Fury theme, so we opted for Lupine and Goatkin, more of a wolverine aesthetic and demon-goat vibe with really interesting silhouettes and horn customization, here’s some early artwork exploration and in-game shots -

PrimalFury_Forms2.jpg


We thought it would be a cool addition to add some extra life to these forms, so we added small ear twitches, secondary animation like this adds so much extra character to your creations making them the goodest of boys -

New-Forms2.gif

New-Forms.gif


Return of the Naga​

We wanted to test a new method of Major Transformations that we haven’t done before, and that's mixing in different animals into your form, being a half-something…. For instance with the Naga half snake and half form choice. What would you call a half Snake half Goatkin creature?

We achieve this by essentially scaling down the legs to 0 and animation blending the top humanoid half with a custom bottom snake half. This also opens up interesting opportunities for future transformations down the line, what other half humanoid creatures can you think of that you’d love to see come to the game?

PrimalFury_Naga1.png

Naga.gif


Your Wildlife​

We really wanted to push the Neolithic vibe here with Mammoths and Sabretooth Tigers. We go through the same pipeline with wildlife as we do with characters, first starting with rough concepts and blockout 3D. If we introduce a new rig and animation set we think about how we can get the most out of it, in this instance it made sense to also introduce an elephant as a variant so we could get the most out of the content being created.

Some early Elephant and Mammoth ideas-

PrimalFury_Mammoth1.jpg


Final in-game models-

PrimalFury_MammothElephant_ingame.png


Part of the art direction of wildlife is to capture the essence and character, much like a caricature portrait pushes proportions and expression to elicit a feeling. Below we see a small scribble from Picasso and a picture of a real pig, personally I find Picasso’s drawing of a pig more fun than the actual pig photo. We try to use this as an example to push expression through our characters to make them more interesting. Here we see the wolf’s proportion, snarl and pose bring about the essence of what a wolf is more so than what a photo would-

style.jpg


Here we see that same art direction principle applied to the Sabretooth, it’s snarl really showing why this animal was called a Smilodon-

PrimalFury_Sabretooth3D.jpg


We also experimented around with shader effects and scrolling glowing glyph textures to create the Primal Animal effects-

Sabretooth.gif


We’re also getting some cool new Tome units like the Racial Stormbringer and the cute fae Mistling creature (I won’t spoil everything here, you’ll find more wildlife surprises in-game!) -

PrimalFury_StormbringerMistlingConcept.jpg


stormbringer.gif

Mistling.gif


With this DLC we focused on the forces of nature, especially with our particle FX we added powerful spells of mists, storms and lightning-

Lightning.gif


Your Mounts​

We heard you! You guys love mounts, so we really made an effort to bring you some cool variations that play into the Primal theme. We can’t wait to see what empires you create with these beasts!

Mounts.gif


These mounts below are unlocked at the start and both the Elephant and Mammoth come as special race traits. You can now have reptiles riding reptiles, and cats riding cats, not yet elephants riding elephants though…hmmm-

PrimalFury_Mounts.jpg


These mounts will be available as unlockable rewards in the pantheon tree, and available to all players of the game! -

PrimalFury_PantheonMounts.jpg


Your Icons & Interface​

I’d like to take some time here to highlight iconography and interface. What I find astounding is that every icon here represents a new gameplay concept with localized descriptive tooltips, and coded gameplay. There might also be additional animation or particle FX with bespoke audio-

PrimalFury_Icons.jpg


Tome artworks, 2 new tomes and 1 per starting Wild subculture -

PrimalFury_Tomes.jpg


We couldn’t have a Wild DLC without having a reskin of the UI frame to match, this will help immerse you in the game -

PrimalFury_Frame.jpg


Bonus​

We saw feedback on the forest visuals from the forums, and agreed with the sentiment. We decided this was the perfect time to take another stab at them by adding more variety and interest via additional meshes, particle FX and colour. Using previous Age of Wonders games as inspiration we added things like little mushrooms and cobwebs. Before everything was a drab range of greens, now have fall colours for the highlands biome, pinks for the arctic, every forest biome got a pass. We’ll continue to make an effort polishing the game, and adding variety when and where we can so please keep the feedback coming!

PrimalFury_ForestVisuals.jpg


We’ve also spent some time polishing interfaces like adding additional parchment artwork headers and much much more! -
Primalfury_UndeadRework.jpg


Finally, not everybody likes changing their units visuals, either Enchantments, Minor or Major transformations. To address this we’ve added a Toggle Visibility button to the Active Spells page of your Spellbook. The only visualizations that we can’t toggle are those that grant you wings (for gameplay purposes) -

ToggleVisibilityButton.png


That’s all folks! We really hope you enjoy Primal Fury and getting a sneak peak behind what goes into creating a DLC content pack. If your hungry for more art please check out dev diary #11 The Art of Age of Wonders 4 dev diary here


Don't forget to Wishlist the Primal Fury Content Pack!


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For Season pass 2 the most important factor will be the Season pass 1 owners. Since good sales for the base game, but very minor for season pass will also mean, that some people don't care about the game's future.

I personally bought it after a month of release, never regret it ofc, but still. Some people can wait for everything to drop and then buy it. So will have to see.
Season 1 pass has been real good value for money so far imo, maybe the best one yet from Paradox-published games (though the new one for CK3 looks pretty good, if they deliver well on everything planned for it) so they can probably expect better numbers than typical. Season Pass doesn't just mean "care about the future of the game".
 
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For Season pass 2 the most important factor will be the Season pass 1 owners. Since good sales for the base game, but very minor for season pass will also mean, that some people don't care about the game's future.

I personally bought it after a month of release, never regret it ofc, but still. Some people can wait for everything to drop and then buy it. So will have to see.
I'm a Triumph shill :p, so I bought the game with Season Pass from day one.

Jokes aside, Triumph is one of the few devs I have a lot of trust for since I started playing AoW 3 through Planetfall and now this game. I've built my trust over the years. I've been playing their games, following the boards, giving them feedback and recieving their responses - and I can say with confidence they never let me down as far as healthy relations with me as their "client" goes. And they simply make cool stuff. This doesn't appear to be changing soon, alas it's usually a matter of few bad decision in the upper echelons (so far Triumph seems to be keeping their autonomy in how they do things). If this'll start to deteriorate I will know.

As things stand now I definately will be buying SP 2 if there ever is one.
 
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Season 1 pass has been real good value for money so far imo, maybe the best one yet from Paradox-published games (though the new one for CK3 looks pretty good, if they deliver well on everything planned for it) so they can probably expect better numbers than typical. Season Pass doesn't just mean "care about the future of the game".
I mean, yes, it's extremely good.
However, Age of Wonders is not as big as Civ 5/6 or Age of Empires. Or CK3/HOI4. So we have to wait.

Instabuy for me, you, or most other forums users. But I doubt it will be enough in grand schemes.
 
I mean, yes, it's extremely good.
However, Age of Wonders is not as big as Civ 5/6 or Age of Empires. Or CK3/HOI4. So we have to wait.

Instabuy for me, you, or most other forums users. But I doubt it will be enough in grand schemes.
Yeah it's their call. Sometimes a game seems "popular" but it's not played by enough people, or sometimes a game feels niche, yet it has a big (and paying) player base.

At the end of the day we're still getting quite a lot of stuff with vanilla game, patches and DLC - not many games get this many expansions to begin with. For every Stellaris or TW: Warhammer there are games like Immortal Realms: Vampire Wars which died not long after their release...
 
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I mean, yes, it's extremely good.
However, Age of Wonders is not as big as Civ 5/6 or Age of Empires. Or CK3/HOI4. So we have to wait.

Instabuy for me, you, or most other forums users. But I doubt it will be enough in grand schemes.

It's not as big as the big-name strategy games, but it's still as big and successful as Paradox and Triumph could've realistically hoped for.

And let's be real, if you want to get to that size, then you have to get more people interested. Such as by supporting your game to a high level for several years. I think Age of Wonders has the potential to be a competitor to Civilization (pro: it's better, con: it's more complex), but you're not going to get there by abandoning every game after a year and moving on to the next one. Supporting AoW IV for another three to five years (I'm personally in favor of 'as long as possible') is probably the way to go if they want to get there.

Side note: In the DLCs we've been getting dual affinity Tomes. So far we've received, if I remember correctly, 8 of them in 9 months, including Primal Fury. In total, there are 15 possible dual affinity combinations, times 4 tiers, is 60 total possible dual affinity Tomes (excluding tier 5). If Triumph were to manage a pace of 1 Tome per month, which they're currently quite close to, they could fill out a dual affinity Tome of every kind for every tier in 5 years counting from the original release of the game. I think that's a pretty nice goal, and 5 years of post-release support is by no means unheard of with Paradox-published titles.
 
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nice! new mounts i will not be able to play with straight away because you need to farm them in the pantheon... so fun...
 
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hey so some thoughts suggestions idea's on the game that perhaps will not make it into this patch but could potentially be put into the next one and perhaps i should of came up with them previous time

when deciding what to do with a conquered city could it be added a option to migrate +vassalize to allow for mono race playstyle without having to dump 200 imperium to migrate to then just spend more to release as a vassal so basicly it becomes ifi clear a enemy city/vassal free city by force and want to vasalit but preer a vassalof my own race it costs 300 imperium or i can release it as a free no cost vassal for free like so if i do not want tokeep the city and want to just let it be a vassal could there be made a way to do that without needing to absorb it first and spend the double imprerium tax? i was thinking maybe a 2nd box for migrate and vassal or maybe a drop down option or something that could be similar to if you are the keeper of 2 different races then you would have 2 options to migrate and absorb one for each race could we get somethign like that but as a release vassal option? or does that not work out somehow?

another one i should of brought up during magic change system the tomb of terramancy book the spell that break mountains and deals damage could we also get a lower mana/casting points version of it that only breaks mountains and does no damage to use simply as a way to break up mountains in between city's? i know the original cost change was for the magic system change and top stop repeat casts of world damage spells but it hurts if i only want to use it for terraforming purposes
maybe something similar to just how terraform forest or terraform swap work on the 1-point traits? those are 50 points and i think Forrest is 30? whole break mountain for terraform only is 100 terraform flatlands or something? could tie it into the same move but add a 2nd spell

3rd thing i would comment on is the enemy movement counter was added but is still a bit scuffed as it had somehow been missed before i commented on another thread i think it was a also beta branch thread before empires and ashes came out so the enemy movement counter simalar to aow 3 and planetfall was added back in the game so that i don't need to count the hexes with calculator but could we also get on the enemy movement counter the ability to click 1 specific unit in the stack? say a flyer or a hero with a mount and see how far that specific unit can move? at current enemy movement counter only gives movement info on whole stack which will just show for the slowest unit

anyways thanks all that


i dont know if this is the right place to put this post but these were just my shower thoughts and maybe it gets seen here i dunno
 
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