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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.

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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.

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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
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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

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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
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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!
 

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They would not.

A canton or quarter surmounts the field, and is often an augmentation of some sort, and does not move the underlying charges.
You rarely move a charge around on the field once the coat of arms is set.

You're confusing two methods of composing a shield.

Notice how the canton in the first quarter cuts off the lions paw, and the escutcheon in chief covers both parts of the lion's tail and the bend in quarter two.

1024px-Coat_of_arms_of_John_Winston_Spencer-Churchill%2C_7th_Duke_of_Marlborough%2C_KG%2C_PC.png


Then there is "figure 6" on this page : https://heraldryofthewestcountry.wordpress.com/2017/05/04/brune/ reproduced below
brune-rockley-in-1st-quarter1.jpg


And this, where a white canton obscures part of the fish of the Lucy-Fairfax-Cameron-Ramsey arms
arms-coats-family-Lucy-Fairfax-Cameron-Ramsay-argent.jpg

And this Massey coat of arms where one charge is effectively obscured by the canton.
massey-augmentation.jpg

Exactly, DreadLindwyrm. I think he is confusing it with quartering and impalement. Those two truly do change the CoA (because then the individual fields are actually properly seperated), but when you place a canton it does not do so and, as you have shown, the canton simply bleeds into the original shield. The same is true when you place an escutcheon (the little shield on top of the first image). Which is usually a sign of pretense to a title held by one's wife.
 
I absolutely love the focus on character art. I feel there's also been a significant progression since the announcement of the game and now. Like, go back and look the very first screenshots we had and compare them to what we have now, it has got leaps and bounds better!

Though I think that baronies look very empty. I feel like we should have more houses around the main castle/church/city. I secretly hope that in time we'll get actual sprawling city and maybe... a road system? :)

By the way, I'm excited for a Dev Diary related to ingame music and sound. I really can't wait to hear some of the game soundtrack and ambient sound of the game! Some people may have found some background noises annoying in CK2, but I really much liked them. And the soundtrack too of course, so I hope CK3's one will be even better!
 
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Those cantons obscuring the charges are actually based directly on some historical references, mostly English and Norman. Here's a real example of the Sharingbourne arms from the Powell Roll (c. 1348).

View attachment 581844

Good spot with the frame being offcentre. I'll take a look at what is causing it :)




We do have dynamic quartering for cadet dynasties, but for realms/titles we played it safe and only made a handful of historical examples ready for release. It's entirely possible that it's something we could expand on in the future though.



No fancy editor at launch, unfortunately. The script that drives our CoA is really powerful though, and it's what we use in-house, so it will be possible to make some really nice stuff if you take the time to learn it.



As cadet dynasties branch off, they will combine 4 miniature CoA in the way you described.



Very editable! The textures are simply raw elements (e.g. a lion or a cross) and then we position and colour them in script. Here's how you might script your example (it's not actually Python, but that makes nice formatting on the forums!):

Python:
e_bjorn = {
    pattern = "pattern_solid.tga"
    color1 = "blue" # the background is solid blue
   
    colored_emblem = {
        texture = "ce_fleur.dds" # we have two yellow fleur-de-lis at the top...
        color1 = "yellow"
        color2 = "yellow"
        instance = { position = { 0.33 0.33 } scale = { 0.5 0.5 }  } # top left, half size
        instance = { position = { 0.67 0.33 } scale = { 0.5 0.5 }  } # top right, half size
    }  
   
    colored_emblem = {
        texture = "ce_star_05_pierced.dds" # ...and a single white and red star at the bottom
        color1 = "white"
        color2 = "red"
        instance = { position = { 0.50 0.67 } scale = { 0.5 0.5 }  } # bottom, half size
    }  
}

View attachment 581868

My friend, you have just made a heraldry nerd's day. The level of happiness you have given me is disproportional to the event itself lol Thanks!!
 
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Exactly, DreadLindwyrm. I think he is confusing it with quartering and impalement. Those two truly do change the CoA (because then the individual fields are actually properly seperated), but when you place a canton it does not do so and, as you have shown, the canton simply bleeds into the original shield. The same is true when you place an escutcheon (the little shield on top of the first image). Which is usually a sign of pretense to a title held by one's wife.
Let's not forget that before impalement became commonplace, there was dimidiation, in which you simply took the left half of one shield and the right half of the other and crammed them together; that would also result in half-lions and other odd results. (The arms of the Cinque Ports may be related, with the three lion-ship hybrids.)

nd
 
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Let's not forget that before impalement became commonplace, there was dimidiation, in which you simply took the left half of one shield and the right half of the other and crammed them together; that would also result in half-lions and other odd results. (The arms of the Cinque Ports may be related, with the three lion-ship hybrids.)

nd

True, although personally I think it mostly looks ugly and I understand why impalement became more popular lol I'm happy that quartering and charge placement has become a lot more fleshed out in this new iteration. I think it'll really make heraldry come alive in CK3! I plan on making my own CoA in the game as soon as possible lol
 
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Howerver, unit graphic only have different "tiers" and not differentiated 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.
To be honest, I think that having all the types wasn't necessary. I mean, in many cases it wasn't really needed for the strategy, just a cosmetic effect, and many models were almost never seen (specially in certain cultures). Also, look at the new combat animations, they're not like CK2 generic animations; I think it may be ridiculous to have a heavy infantry attacking an archer (like... how are you taking so long, he's unarmored!), or being melee-shot (like... defend yourself man). Anyways, I think that a division between infantry/cavalry would be good, specially to better represent nomadic hordes). And maybe a light/heavy division. So it would be: light infantry (including LI and archers), heavy infantry (including HI and Pikemen), light cavalry (including LC, horse archers, camels) and heavy cavalry. I would like to also add special Elephant models for Indians (I love those animals!).

Also, it seems that character's clothes are not differentiated by eras, to me this is also a downgrade from CK2.
Here I'm with you, I hope that early/late clothes are added. As well as unit tier evolves, so clothes must do. Taking advantage of the new backgrounds, it may be great to also have some early/late backgrounds (a Gothic cathedral background doesn't have much sense during the IXth century).
 
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Great art, it belongs in a museum :D
Medieval but not A game of Thrones medieval, very good work :)
 
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Everything is great but the cities are really a letdown. I relly hope you make cities visually growing with villages and houses together with some special city graphics like Constantinople. Now Constantinople looks like a lame castle which can be conquered by a bunch of peasants. I think you can get great inspiration from the city and castle graphis from Knights of Honor 2 Sovereing. The game is not out yet but from the trailers and everything the cities are just marvelous and each building you build changes them. That's the only thing missing from CK3. If you can add that in the future, the game will be marvelous and incredibly immersive for playing tall.
Here's a picture from a city from Knights of Honor 2 Sovereign.
 

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Before reading today's DD, I have thought that CK3 character(portrait) models have no legs, as previous screenshots always just show upper body of the character.

Will there be ingame scene that show character's full body?
 
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Hey, uh, can I get a source on that animation? For no reason ;)

Hehe, it's a model/animation I made to give my take on a "female" skaven.
So I don't have any other animations made, sorry ;)

Everything is great but the cities are really a letdown. I relly hope you make cities visually growing with villages and houses together with some special city graphics like Constantinople. Now Constantinople looks like a lame castle which can be conquered by a bunch of peasants. I think you can get great inspiration from the city and castle graphis from Knights of Honor 2 Sovereing. The game is not out yet but from the trailers and everything the cities are just marvelous and each building you build changes them. That's the only thing missing from CK3. If you can add that in the future, the game will be marvelous and incredibly immersive for playing tall.
Here's a picture from a city from Knights of Honor 2 Sovereign.

KoH2's idea of having production villages around the main city is a nice touch that helps filling up the landscape, I believe CK3 eventually will also do something akin to that. ( crossing my fingers )
 
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Great job for all the artist team !

I don't know if this topic was already discussed, but I think it would be great to have more designs for special units and the "knights". There's a print of the "knights" Baghaturs, but they don't look like Baghaturs, and i think that Huscarls and other "knights" of another cultures will be the same thing as this screenshot shows too.
1590507996012.png


Baghaturs looks something like this. It will be more immersive if we see the differences on the unit (special or not) of each culture. I don't know how difficult is to make this changes, but I think it would be very easy for this great team, you are really doing a amazing job guys, congratulations to all the team !
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Im loving the artist team work, by the way ! Keep safe everyone !
 
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Great job for all the artist team !

I don't know if this topic was already discussed, but I think it would be great to have more designs for special units and the "knights". There's a print of the "knights" Baghaturs, but they don't look like Baghaturs, and i think that Huscarls and other "knights" of another cultures will be the same thing as this screenshot shows too.
View attachment 581882

Baghaturs looks something like this. It will be more immersive if we see the differences on the unit (special or not) of each culture. I don't know how difficult is to make this changes, but I think it would be very easy for this great team, you are really doing a amazing job guys, congratulations to all the team !
View attachment 581884

Im loving the artist team work, by the way ! Keep safe everyone !

Ya I hope dev adds unique unit arts for cultures in the future. By now it looks like all culture shares westerner unit arts.
 
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Will there be a ruler designer with launch or will it be a DLC?
 
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