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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
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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
    DD28_western_castles.png
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Does only English coat of arms react to the changes in game or there will be more countries with dynamic ones? It would be incredibly immersive, when, for example Germany, conquered by Capetian duke would get coat or arms with eagle on the background of lilies...
someone had seen a coat of arms in footage that has been released which looked like a combined Leon-Castile coat of arms, so maybe in certain historical cases it can happen
 
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Okay, to everyone (including myself) that had issues with the animations in firefox or chrome: They work in Microsoft Edge.

Now that I've seen the animations, I think the advisor movement needs work. They look like they're posing for a portrait (which makes sense if you based the modelling on actual people posing in a certain way). The result is odd, to be honest.

The best one is the steward, who is tossing and catching a bag of coins, but he's doing his best to not look at the coins, which is unrealistic to me. Let the spymaster play with his dagger a bit, maybe scrape off a flake of rust he's found on it. The chancellor might examine the scroll they are carrying and look up every now and then. Maybe the Marshal fiddles with his belt and scabbard. The bishop can be a bit more relaxed, with the quiet confidence of a man that feels his path to heaven is secure. And the duke? I don't know, but just moving his arms into other resting positions would help.

There's also no way that Queen Gwenllian is able to hold that pose for too long. She might rock back occasionally or, more realistically, only occasionally lean forward as she's doing in the animation. The king looks really odd as he's holding that smile while rocking back and forth, almost serial killer-like.

I really did like the combat animations, though.
 
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It looks great overall. I’ll echo though that I think a lot more could be done with holdings to make the map look way cooler and more readable. I think most other Paradox games go too far with this - like entire provinces being nothing but buildings - but I’d like some sort of middle ground here. Cities especially would look a lot nicer and you could more easily tell which are highly development if they sprawled out more.

Hopefully this is something that can be worked on in the future.
 
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I really appreciate coats of arms, which now follow the rule of tincture. Seriously, no one wants to play dynasty with lame coat of arms.

I also like the holdings, but spreading few small huts around representing villages would be cherry on top. However, Constantinople on your screenshot looks underwhelming. Is that a palisade around?

Portraits also look better than earlier. However, it seems that you kept CK2 formula of multiple crowns per clothing set, but only one type of ducal coronet. Naturally dukes are far numerous than kings and they all (and their mother if she’s duchess) end up having the same headgear.

But overall, I really like where this is going.
 
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From footage/screenshots of preview builds I hoped that the game had a simple dynamic CoA system. If you would own two titles of the same tier, you would have a quartered CoA, with the CoA of the first title in the upper left and lower right quarters, and the CoA of the second title in the upper right and lower left. Maybe even expand it that it shows each CoA in a quarter if you hold 4 same-tier titles.

From this dev diary I understand that this is not the case, and that CoA's only change under specific, scripted circumstances. For example: William conquering England, but also when Castile and Leon are united (got that from preview footage). But when Castile is united with, let's say, Poland,no such dynamic changes would take place.

Am I wrong here and did I completely misunderstand? If not, I really hope that a system as described above is added in a future update.
 
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Again Agree, it the map look a bit like a wasteland with a few buildings put here and there. Imperator: Rome do a better job with dynamic city size.

Agree with this. A dynamic size that doesn’t just make the model bigger, but allows for sprawl beyond the main holding would be very welcome. This should apply to all holdings as dwellings are built outside castle, city or church walls.

The more well placed detail on the map the better... since this is what most players are looking at for the majority of the game.
 
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The quality of graphics in CK3 is with no doubt great.

Howerver, unit graphic only have different "tiers" and not differeciate by unit type (light inf, heavy inf, Pikeman, light cav, etc) is really a downgrade from CK2, I have really no idea why do you make such decision.

Also, it seems that character's clothes are not differeciate by eras, to me this is also a downgrade from CK2.

Very easy to answer why. So they can have better matched animations which shows if one side is winning or losing etc. It's a trade-off. I will miss the specific troop types though.

Otherwise really liked this DD. My biggest gripe is still that no cities show up on the map really so it feels so empty and samey and I also wonder if there should be roads connecting all baronies in a county so it's more visible how everything is grouped as some overview shots looks so messy with tons of small dotted castles everywhere.
 
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You've done an astonishing work, it's really appreciated. The game will look beautiful and with lots of details and differences between cultures.

As a personal wish, I hope that, eventually, men at arms receive cultural designs (as well as unit models do). In the example above, it's kinda weird to have Turkish knights (bagathurs) but with European heavy infantry art. It would be cool if the different cultural groups mentioned above received unique art. Even unique art for unique men-at-arms (for example: unique art for Iberian Caballeros, for Nordic Housecarls, for Byzantine Cataphracts, for Arab Camel warriors...). :)
 
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oh yeah on COAs, part of why I never created rulers or wanted to make my own COA using those features was that it was impossible to make a decent COA in Christian Europe, and the Pagan ones were extremely limited, so you could never have variety. On top of that, the elements available for creating COAs never looked at all close to the quality of the historical COAs in the game, so it always just felt like you made some knock-off ugly COA you were stuck with. I'm glad they look so much better in this game
 
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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.
Organic looking holdings with houses sprawling around them would look less like toys. ;)
Just have a look at this badly done edit of one of the screenshots (the castle and town/village in the center):
1590500718150.png

Doesn't that look less like toys?
 
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Very easy to answer why. So they can have better matched animations which shows if one side is winning or losing etc. It's a trade-off. I will miss the specific troop types though.

You never really saw most troop type models in CK2 though, except when using dedicated retinue stacks. Levies would nearly always be either represented on map as light infantry (early game) or heavy infantry (late game).

I am fine with having a single unit model per culture, if that means we get better and more plentiful culture-specific unit models. Kind of like in EU4 where you basically have "man with pike/musket" for all armies, with a cannon tacked on for artillery. And that game has so many cool unit models for very specific nations of all sizes!
 
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Updated original post with Youtube videos as the forum was being a bit cranky with the video.

I know this won't be added before release. But I hope you guys consider adding actual growing cities on to the map, some time in the future. Really big castles shouldn't stand alone, and large cities shouldn't have a tiny thing in the middle of a holding to represent them.

I just feel like the map looks a bit empty, right now.

To whom is this a good representation of Constantinople? It looks like it could be anywhere.
Overall good stuff, I do wish the Holdings had more variety by region and that there was some sprawl as they grew in size.
I think devs chose to describe holding like that because of visbility of holding type and terrain. But that constantinople looks quite small though. Maybe put some small buildings around wall will be better?

When making the holdings for the base game our main focus was on making sure that they were easily readable and a clear sense of progression could be seen over time. For release we aren't including a building sprawls system, but we have heard the feedback and we have people in the project that are keen to see the sprawl make a return. So while it wont make it in for release, we may see it come back in the future to help show the growth of provinces.

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!
What about cavalry unit models?
There are no cavalry unit models at release, but we dont rule it out that might be something we add in the future.
 
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there will be some sweet wallpapers at the end of it.
This is the best dev diary ever.

Real talk though I use a lot of CK2 loading screen art as wallpapers on my computer because it just looks good and I like painterly medieval looking stuff.
 
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I remembered that during announcement, Doom dark remarked about how the art team was able to adjust the characters' face symmetry to make them look beautiful or ugly to reflect their traits. Can you show some examples of those please.
 
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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?

I see the terrain mapmode and I already have a question: Was any consideration of color blindness taken into account for CK3? Paradox games are notorious for being unfriendly to colorblind people.
 
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There are no cavalry unit models at release, but we dont rule it out that might be something we add in the future.
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?
 
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