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CKIII Dev Diary #28 - Art Focus

Hello my name is Joacim, Art Lead on Crusader Kings 3, I am positing here a developer diary written by Pontus, Art Director on Crusader Kings 3, currently on paternity leave. Our artists will reply to your questions in the comments!

Art Focus
Hey! Let’s talk about the art of Crusader Kings III!

My name is Pontus, Art Director on CK3. I’ve written this dev diary together with the art team, and if you promise to tell everyone this is the best dev diary so far, there will be some sweet wallpapers at the end of it. Cool?

Certainly, you’ve seen a lot of the art already, in various states of completion, with all our diaries and previews. Let’s start by talking about the way we’ve approached creating the graphics for the game!

The starting point for the art direction is, as it should be, the game design. If you recall Dev Diary #0, Henrik Fåhreus’ vision of the game has a big focus on characters and storytelling, as well as approachability and player freedom. Reinforcing that through the art has been the main goal.

To keep ourselves on-track, three key pillars guide the art department on CK3:

A ROLE-PLAYING EXPERIENCE - This pillar is represented by our goal to give life to the characters and their unfolding stories. An example of this would be the characters’ portraits, we did not want them small and static, they are now front and center, and show off their standing or lack thereof through clothing, as well as show how they feel about what is happening to them through body language.

DD28_king_01.jpg
DD28_king_02.jpg


A MEDIEVAL GAME - We made a great effort to keep a good level of historical accuracy in our designs. Our illustrations and icons are made to reflect the time period, just like the 3D art that populate the map. Of course, sometimes we had to try and find good compromises in the designs that would work for the entire timespan of the game.

Where possible, we based clothes on reconstructed sewing patterns from extant medieval clothing. For example, we recreated the "coronation tunic" of Roger II of Sicily, a well preserved garment from the 1130s (though it was actually made some time after the coronation).

DD28_tunic_comp.jpg


Another example would be a loading screen with some really well-painted sunflowers, but these did not exist in europe until the 16th century, which was spotted in time thanks to our Beta testers: so we sent it back to get the flowers repainted…

A ROUGH WORLD - Crusader Kings is not a game for all-ages, you live dangerously and people do terrible, terrible things to each other. This is reflected in the more somber palette and overall mood of the game.

Now, let’s talk about the different types of art you’ll have fun with in CK3:

CHARACTERS
I’m very excited about our new character portraits, and what we can do with them visually. They are varied and have lots of, well, character. Every day there’s a screenshot shared in the dev chat featuring someone they’ve encountered in-game, and we usually agree, yes, that person wears that hat better than most, or indeed, he looks just like the poster boy for the Deviant trait.

For me, the real test for the characters is if they make you feel, and It IS satisfying to throw especially smug-looking Rivals into your Dungeon, and you might feel a bit sorry for some harmless looking characters before you plot to have someone deliver poisonous snakes upon them.

I really want to stress the fantastic work our Lead Character Artist Nils Wadensten and the character team have done in bringing this new generation of portraits to our games, alongside our Engine team.

In fact, he’ll go into the character portraits a bit more in a future diary, hopefully he won’t show the first iterations of the wounds and diseases, some were a bit too much for a lot of people.. :)

For now, I’ll leave you with a sneak peek of Concept art and the final piece of Clothing as how it appears in the game.

DD28_steppe.jpg
DD28_african_pagan.jpg


ANIMATION
Making the characters move was quite a challenge since the movements need to be very discreet, and not call too much attention to themselves as that could become a distraction from the gameplay.

The posing and idle animations are there to help the immersion and storytelling. Keeping the Rough World pillar in mind, they should not be silly and slapstick - while CK has some wonderful dark humor, we play it straight. I do think the look on a character's face when he realises they are locked up together with a Cannibal is appropriately shocked though.

Generally the characters have a pose that reflects their personality or the situation they’re in.


EVENTS
Here is where the role-playing really kicks in. When an event pops up, we showcase the characters involved and how they feel about the current proceedings, set against a backdrop that really helps sell the setting. This means if you encounter the same event in another play-through, the visuals might be quite different due to the characters involved.

The backdrops have a detailed but hand-painted style that complements our stylized characters’ well. In fact, we have some for you as wallpapers without text, icons and characters obscuring them, enjoy.

When we create a new event background, we also do a hand-crafted lighting setup, which relights the portraits to fit the current scene:

DD28_events_01.jpg
DD28_events_02.jpg
DD28_events_03.jpg
DD28_events_04.jpg


ILLUSTRATIONS
Besides the events, there’s plenty of illustrations in CK3!

For the loading screens, we wanted someone who can do images full of mood and storytelling, in a rough, painterly style. We went straight for the top and asked Craig Mullins. Fortunately, he was up for it, and has provided some really exciting imagery.

They all are of course showcasing aspects of the Crusader Kings experience- from Templars in battle to babies in peril!

Besides the loading screens and event backgrounds, we have cool paintings for Decision categories, terrain types, holdings, army movements, legacies… heck, our Personality trait icons and Tenets are small illustrations - there is a lot to discover and keep you entertained and immersed!

DD28_hunt_text.jpg


The Holding Illustrations make for great wallpapers as well, so we included that in our art drop!

UNITS
Our units are really cool! We were very enthusiastic about these, and really added quite a bit of detail. Let us know if you spot the nails that stick the shield handle into the shield at the back.

The units’ appearance is based on culture - We have Western European, Byzantine, Middle-east / North Africa, Pagans, Indian and Turko-Mongol.

A unit has three visual tiers, becoming more armor-clad and sophisticated as it progresses. So it was important for us to make sure a Tier 2 Byzantine looks equally as tough as a Tier 2 Turko-Mongol for instance.

They have a lot of spark to them as we added a lot of different animations, they cheer when they win, bang their shields during sieges and we make use of red liquid particles when they land some nice hits.

Culture, Tiers and Coat-of-arms colors and emblems make the Units look appropriate and unique. Here’s some examples:

DD28_units.png



HOLDINGS
The Holdings were quite a challenge, they needed to be a certain size based on maximum zoom level and minimum Barony size. Since they are small they need to have strong, readable shapes without looking like toys.

Their appearances are influenced by the region they are found in, in this case Western European, Mediterranean, India and Middle-east.

Similar to Units, they have visual tiers, tied to the Holding’s Upgrade level. Temples and Cities have two tiers, whereas Castles and Walls have four tiers.

Of course, we have primitive huts as well, and a big bunch of unique buildings, some easier to recreate (Pyramids) than others (Charlemagne's Palace).

DD28_western_castles.png
DD28_mena_castles.png

DD28_special_01.png
DD28_special_02.png



MAP
There’s a rumor going around that some of you CK2 players rarely look at the terrain map. We didn’t want that for CK3, so we made our map to not only be moody and pretty to look at, but also more useful, so you’d have more reasons to go there.

CK is information heavy, so we try to make sure that everything in the terrain map serves a function, and is easy to see. Thus a cleaner look, to make sure the icons, borders, text and 3D models that sit on top of the land read well. At a glance, you should be able to see what terrain type a Barony has without consulting another map mode.

DD28_map_02.png
DD28_map_03.png
DD28_map_01.png


If you are into Political Map modes though, don’t worry, we’ve got you covered. You’ll notice it feels familiar.

It seems our Paper map has been received well, we’re glad you like lobsters too! Getting the right amount of sea-monsters without making it look cluttered wasn’t easy, but I think we managed in the end.

DD28_papermap.png


UI
A PDS game has a lot of UI. It is something made in close collaboration with UX and Game Design departments. It is constantly iterated upon and is one of the most challenging aspects of our games.
Visually we took inspiration from game design’s character focus pillar and pulled in visual influences from Roleplaying games. To make it approachable we tried to keep it clean, and give everything some breathing room.

DD28_Character_Screen.png
DD28_MAA.jpg


DD28_letter.jpg


We use a lot of illustrations in our UI’s to help immersion and flavor, and we have a cool system where some of the image types are context sensitive, so for instance your Sultan will not stand in front of a western European throne room if he is hanging out in the Middle-east, and if you are dealing with Catholicism in Religion View, well you’ll see churches and similar imagery.


Coats of Arms
Heraldry is essential to the medieval immersion of Crusader Kings, and so heralds will be excited to hear that we have totally overhauled the Coat of Arms system.

We started from scratch, poring over history books and contemporary armorials to ensure every detail is authentic. We designed accurate CoA for over a thousand titles and dynasties to complement a new scriptable random system that weights hundreds of unique elements based on culture, religion, and everything in between. We modeled minute differences across regions, so frequencies of designs and tinctures are different in Germany, France, and Spain. The amount of possible combinations? Millions.

We achieved our primary goal of making our feudal European heraldry as accurate as possible, but we didn't stop there—we wanted to go into extra depth for all regions. For example, the eastern hordes decorate the Great Steppe with their special tamgha emblems, while the Islamic world is fleshed out with immersive Saracenic heraldry (no more endless stars and crescents). Emergent cadet houses differentiate their new arms by quartering, and yes, England's coat of arms will change if William wins the Norman Invasion.

Here’s some examples of the heraldry system in action - firstly how England’s arms can react to gameplay, and secondly a selection of randomly-generated COA from around the world.

DD28_COA_1.png
DD28_COA_2.png


In summary:

The art team has worked very hard and it is a delight every day to see whatever new stuff is coming in. Making games is a group effort though, so we get invaluable help and feedback from the rest of the team: code, design, QA, sound, production all contribute as well.

Of course, seeing pictures in a dev diary is one thing, we can’t wait for you to get your hands on the full experience! As always, your feedback will help guide us as we continue to make content and improvements for CK3!

And for being good sports and reaching the end of the dev diary, here's links to some sweet wallpapers!
 

Attachments

  • DD28_council.mp4
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  • DD28_event.mp4
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  • DD28_combat_vid_1.mp4
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  • DD28_combat_vid_2.mp4
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  • DD28_western_castles.png
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The African clothing in the screenshot reminds me of Civilization's depiction of Shaka of the Zulus (see below), which is kinda weird as it's sort of like making the Byzantines look like half naked painted Gaulish warriors.

Hopefully this will be rectified in the future, it would be odd to see a Mansa Musa equivalent walking around half naked with only some "tribal" animal furs and feathers on.
I just want to clarify that the outfit depicted in the screenshot is for African pagan shamans and will not be used by Muslims or people of other religions. :)
 
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You talked about immersive Saracenic heraldry. Did they use heraldry? I tought it's just an european thing for dynasties. Can you show them please?

Heraldry and heraldry-like designs from the medieval Islamic world were reasonably common. We used a bunch of different sources, but this one is a pretty good start and has some interesting pictures in the first pages (requires a sign-up). New Considerations on Mamluk Heraldry - Paul Balog

Here's another image I found that has some good examples.

1590516401608.png


Will we be able do import our own art in the form of hairstyles, clothes, CoA emblems, icons and buildings? If so, how hard would it be, and would it be Ironman compatible? :)

The Clausewitz Maya Exporter (also comes packaged with Photoshop exporter) is available for download here. It's the same tool we use to get stuff in game. It might be a bit tricker without the source files for animations, but modders, uh, find a way.

Historically that CoA didn't come into use until the 13th century, and the axe and crown represents a Norwegian christian saint, supposedly from the Yngling dynasty. I don't know what kind of CoA it would use otherwise, but it's just anachronistic to have in the bookmarks 867 and 1066.

The same is true for almost every title and dynasty in the game. Heraldry as we know it only took off in the 1200s, but the lion/axe Norwegian arms appear in some of the earliest armorials (see pic). It's almost impossible to find anything that has a reliable claim to being the symbol of a European realm before armorials like this.

1590516198041.png


Lastly, sometime ago I asked about the subject of applying dynastic CoAs to newly created titles so that new kingdoms won't use an arbitrary pre-fixed CoAs that may represent a different dynasty. Would it be possible to add as a function?

Some cultures currently do that already but it also changes the name of the realm (for example Seljuk or Abbassid). It would be an interesting idea to expand that to give players and modders some more options.
 
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At first I was skeptical about the 3D portraits, but they actually looks very good now. Nice work.
Otherwise I appreciate everything else, except the fact that the castles are not surrounded by villages. It could be a great way to increase immersion. The size of the "villages" could increase depending on the development of the county or barony. I believe it was historically common for villages to form around the castles.
 
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Thanks for the reply. As I said in the post before, I'm quite disappointed that unit graphics are not differentiated by unit types. Hope you can make it in the future, if it work as a DLC I will also buy it without any doubt.

BTW, is "Carlberg" and "Joacim" the same person?
Indeed, I'm Joacim Carlberg, because I'm super creative when it comes to usernames :p
 
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Something I find funny about the Byzaboos endless "why Constantinople not more special" is that it wasn't even the biggest city on the map at any point during the game's timeframe.
You're right, Constantinople had around 500-800.000 citizens
Paris around 20.000
London something less than 15.000
Baghdad 1.200.000 people!

Now, behold Baghdad, the biggest city in the world!!! Oh wait, you might not see it, after all it's just like all other cities, even if it has easily 10 times their population.
But don't worry, I'll help you...as I was saying, behold Baghdad!!!
26_16_baghdad.jpg


Do you now see the sense of what I and the others are talking about? If so, good for you.
Now you can agree or not, it's totally up to you
 
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Is it just me, or are these portraits looking much better than the once we saw previously? Just look at the hands on the first screenshot, they don't have these super shiny white spots at the edges of the fingers! And the cloth isn't made of plastic anymore. Am I right about seeing a new iteration of the portraits here? Anyways, they (now) look great.
And the fields on the map screenshot seem to have improved dramatically as well, right?
I've got just one wish: If you were to sprinkle a few tiny houses around the holdings on the map, it would look gorgeous.
 
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Will we be able do import our own art in the form of hairstyles, clothes, CoA emblems, icons and buildings? If so, how hard would it be, and would it be Ironman compatible? :)

I'm always on about Norway, but can you tell if its CoA is gonna use the golden lion with an axe and a crown - even if pagan? Historically that CoA didn't come into use until the 13th century, and the axe and crown represents a Norwegian christian saint, supposedly from the Yngling dynasty. I don't know what kind of CoA it would use otherwise, but it's just anachronistic to have in the bookmarks 867 and 1066.
Not to mention a little weird if the Yngling dynasty uses the same CoA as Norway and the king is not an Yngling. Perhaps the Ynglings should use a different CoA this time around?

Lastly, sometime ago I asked about the subject of applying dynastic CoAs to newly created titles so that new kingdoms won't use an arbitrary pre-fixed CoAs that may represent a different dynasty. Would it be possible to add as a function?

Ironman compatability I'm uncertain of, but the 3D assets have been successfully modded by people working on Imperator mods, and it's pretty much the same system we have here, just with some more functionality. (I:R characters are more static). CoA emblems should be pretty easy to mod, same with icons and map buildings. The map itself we have the map editor for and it has seen a lot of improvement since I:R released.

As for the Norweigan CoA it might very well be using the later 'christian' CoA. It's tricky to find proper CoA and symbolisms to use from countries pre-history/pre-founding. But if a good case can be made, or better yet, an obscure but reliable source found, then that's a possible reason for us updating it in the future.
 
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Yes. If we assume he meant those three it still leaves a big question about all of the Slavic nations... I’d guess a DLC. :/

And for now we’d get Slavs lumped together with Northern while pagan and Western Europe when Christian.
Slavs, Norse, Finns will be sharing a wardrobe, so will the Germans, French and Brits. If they can get along with that I hope the north & eastern Europeans can get along as well :) We have taken care though to make the designs not be too distinct in either direction though, clothing and armor shared a lot of similarities in the area.

Would we be seeing stuff like coat of arms on clothes? Especially things like armour?

We currently use the coat of arms on shields to help differentiate armies. You can see that on the original post :)
 
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It would really lively up the characters if we saw some more/different facial expressions :)
stefan-vonboe-lang-skaven-girl-hex-idle-twitch-ani-gif.gif


Since this dev diary is about art I might as well post about this again. I mentioned this in an earlier thread, but the graphics and UI seem very dark, almost like everything were in shadow. I made another quick edit to show what I mean, after you adjust brightness and contrast the darkness of the original is especially clear and gets almost jarring.

View attachment 581810
Pretty much this++
A good way to check your values is to do a quick grayscale/desaturation

With this narrow value it makes the image feel very flat.
Especially the female character got almost no contrast.
FlatImage.jpg


Without making myself out to be some sort of color value god, here is an example of one of my 3d models.
By giving the character a much wider range of value, it really makes it stand out more, and feel more dynamic :)
pop_out.jpg
 
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Is there cavalry unit model too? It will be so weird if mongolian hordes unit model is only infantry. And i wanna see mounted knights and cataphract too!
 
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Like everyone else, I really liked this Dev Diary!

It's a nice insight in what's been going on and where improvements have been made which you can actually see! Very nice.

But as a lot of others have pointed out the cities, castles etc. seem a bit barren.

I've made 2 mockups to show how much of a difference it can make when there are just some more buildings around the cities.
Keep in mind I have poor Photoshop skills and I just copied some stuff over from Imperator: Rome. But I think if you'd include some of these mini buildings around these major cities etc. in their proper style it would make a huge difference. Especially if they would grow like in I:R!

It would make it feel even more "impactful" if you build out your city etc. and watch them "grow"


Before
DD28_special_01.png


After
Something like that1.png



Before
DD28_special_02.png


After
something2.png
 
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In one Review video I saw the tooltip and it basically said that quality of the army is calculated by how good the units that make up the army, poor units like levy = low quality. Army with much of it being made up of expensive men at arms and knights = high quality.
Thanks. That makes sense and it fits better with how the army models change with each tier.
Yep, that is correct. The higher the quality the army is, the higher the tier of unit is shown. So an army with the highest tier but that is outnumbered by another army, showing a first tier levy unit, may still punch stronger than it's mere number of men shows. A levy army should fear a knight army that might also have leadership and terrain in their favor.
 
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Overall good stuff, I do wish the Holdings had more variety by region and that there was some sprawl as they grew in size.
 
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The random generated heraldry using heraldic rules is really a sight for sore eyes. Especially impressed it is able to juggle more than two colours around.
 
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