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Hello Everyone!

Today we will talk for a bit about the thought behind the artistic choices we’ve made in creating Stellaris. I will briefly touch on several subjects; spaceships, alien designs and environments. The vision for Stellaris puts a large emphasis on exploration and the fantastic things you can find out there in the vastness of space. With the art we wanted it to complement this wherever possible.

Establishing the art style we of course rummaged through all the Sci-fi imagery we could think of, from classical Sci-fi like Ralph McQuarrie and Star Trek, to the latest productions like Mass Effect or Halo.

stellaris_dev_diary_02_01_20120928_alien_city.jpg


A theme that soon emerged in the references we liked, that we felt reinforced our vision the best, was images with high contrast, and strong colors. Like an amusement park at night, or a city at sunset, very visible in last week's dev diary image. Or the image above. The dark areas generally have an air of mystery, and the strong light and saturated colors give a sense of wonder about the whole thing, which is exactly what we are aiming for. We felt that this would hopefully evoke a sense of awe in the player, and an urge to explore and seek out the mysteries of our galaxy.

Among the many images we collected, an artist we in particular liked was Kentaro Kanamoto, the style in many of his images very much had the feeling we wanted to convey. So we contacted him and had him create 10 different images which covered the various themes in the game, such as colonization, alien cities and planets, space combat, resource extraction etc. These would work well as a guiding star for art reference, as well as inspiration for the team in general. Any new artist on the team, or a member of management could look at these images and feel the type of game we wanted to make.


Though we embraced the darkness of space and a galaxy full of fallen empires, we did not want sadness. And though we very much wanted realism, we wanted to avoid gritty and dirty Sci-fi. So much of game art recently has achieved realism and detail by adding dirt and damage to everything, and in general it does a good job, but this worn down style was not what we were aiming for. We wanted detailed and realistic, to have a large sense of scale, but without resorting these tricks.

Clean art can be really hard to make since it easily ends up looking like plastic toys. This was one of the things I very much wanted to avoid, I did not want it to end up looking like toy armies in space. One of the things that really helped out here was us adding PBR to our engine. (Physically Based Rendering, all the cool kids are using it!) This was implemented in Runemaster, and with this we were able to get more detailed and realistic looking ships by having a large range of material properties to the surface, it adds a lot of detail, and it helps keep ships from having too much of a plastic feeling.

Another artistic decision that deeply affected the visuals of the ship designs was the choice of having visible turrets on the ship. Since we want them to be visible to the player if they are zoomed out a bit, they also have to be a fairly large, and mainly placed on the top of the ship. The turrets aim towards their target and gives a satisfying broadside at times.

But the decision was not primarily an artistic one, the combat is not just some pretty light show while the game crunches numbers in the background. The lasers and missiles you see are the same ones the game uses to determine the outcome of the battle. So if a laser misses its target, you can see that it goes past it, and the last missile to hit, really was the one that landed the final blow.

stellaris_dev_diary_02_03_20120928_ship_combat.jpg



Even though we wanted realism, the world and the environmental objects are more of a stylized realism most space games go for. Scale and distance between objects is quite a ways off, adapted to a reasonable size as the scale and distances of real world space objects are so absurd. We also don't have planets moving around the sun. But we do keep it realistic wherever possible, with different star types being fairly accurate. Different planet types that makes sense. Frozen planet at the edge of the system etc.

Here is an example of the Sol system, and though it’s got a little bit more planets than most systems, systems being randomly generated and all, it does give you an idea of what solar systems may look like.

stellaris_dev_diary_02_02_20120928_sol_system.jpg


For the alien creature designs we aim fairly high in terms of scope. We wanted as much variety as possible, and for the player to find many new aliens each new session they played. We have tried to make them as varied as possible, but there are of course some constraints. For instance, they all are sentient creatures who in the end were able to one way or another develop tools, technology and finally spaceships. So they probably have some sort of extremities with which to grab items, be it tentacles or fingers, but it is rather hard to get around this of you want to escape your planet. You can of course be a mind controlling parasite which has farmed a slave race to do your bidding, which we do have, but those are not in the majority.

Another constraint was that we do need the races to participate in diplomacy, and have leaders and populations, so they did need to fit a certain format. That said we have done our utmost to avoid the Star Trek of just having different foreheads.


If art dev diaries are something you want more of, let us know, and we might get more in depth about this in future diaries.

Fredrik Toll
- Art Director

Next week: Galaxy Generation
 
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Just want to say this: I really, really love this dev diary! It gives an insight into a part of game design that is sadly often hidden, much more so than the more mechanical aspects. I also love that you dropped some references to actual things, instead of just generally talking about "influences" and "style".
 
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The art style looks nice, it is unique and manages to look realistic without sacrificing color well done. As for topics on future dev daires, right now we're pretty much curious about everything...
 
The art is truly awesome. Can't wait to play it.

What I am wondering - can we actually design where the turrets will be? To e.g. place turrets to make ships similar to ships of the line, possibly with only using energy/cpu for the side actually used?
 
Sweeeeeeeeeeet, and thanks for giving me another awesome artist to look at!

"You can of course be a mind controlling parasite which has farmed a slave race to do your bidding, which we do have, but those are not in the majority"

Kree Jaffa!
 
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I like the detail, with the moons around Jupiter. Can I have a Europa-based empire that stretches across the universe?

To put it another way, can I create Europa Universalis?
 
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I want to stress that the Sol system looks fantastic and beautifully detailed, before I get into the nitpick. Probably the best looking Sol system I've seen in any 4x game. Awesome work, and awesome dev diary. Really loving the progress.

So my question is, why the tiny sun? I get that a realistic size would be silly (it would take up half the screen or more if it were), but I always wonder why star sizes are so wildly under-represented in these games. I think it would be pretty interesting to have these huge balls of fire in the center of each system, perhaps with a suitably bassy rumble when they enter into view. I feel like they would give a nice sense of scale, and also present a navigation problem. Instead the size is comparable to Jupiter, like maybe 2-3 times bigger at most.

I wonder if that will be something we could mod later. Heh.
 
Pluto is the most hype planet of 2015, thanks the #plutoflyby. It would be a shame not to have it :p

And no Uranus means no silly jokes :(
We can still talk about Uranus, if you like...o_O
 
I... I dont really think I can be more hyped now. I dont know what will I do with the next dev diary :D
 
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I love that you included moons and planetoids on the system map.

#edit2 - Why is Earth called Earth, but the Moon - Luna? (anyway, here come the Luna Wolves, hurr)

This

Titan! Ceres! Wooooooooooooo!

And this

Being told that I should just suggest in this thread, I'll put my plea for Enceladus here.

I see that Vesta has been included. I love it, it's a giant asteroid and that stuff is super tight. It has tons of resources, but... not much in particular to that one we kinda need: water. Sure we could bring or synthesise from stuff we snatch up elsewhere, so not much of a hassle. But it still is a hassle.

I also see that Io has been included. I love it, it's a giant super volcanic moon that looks like pizza. Bathing everything in acidic, radioactive, gravitational and temperature havoc nightmare and stuff. Tons of resources here, but I imagine it would be a bother to try go get it. Least of all find a comfortable place to settle, this close to Jupiter. Not a village you would put on a map, if you know what I'm saying. Pizza-nightmare-tornado -attractions are still super awesome though.

I also see that Enceladus has not been included. I "respectfully disagree" it. It's a little beautiful snowball flying around Saturn looking like a shiny marble filled with the juicy lifegiving substance we so crave, need and want. More liquid water than you can find or the Earth and Moon COMBINED (*audience gasps here*) It is a veritable spot for civilisation. It may be small but it also has some irisistable charms that I think is why Enceladus is more entitled than our two before-mentioned candidates (who apparently DID make it...)

Enceladus is in orbit around Saturn. Woo! Titan! It's isn't completely alone, but not so close to all things that people would bother trying another place instead.

Enceladus is icy! Not just cold, but Icy. Layer of ice to protect from cosmic rays and stuff that would otherwise bother our peeps, who probably wanna live underneath. It's like a big pretty roof already prebuilt for a water society. *gasp* Water!

Enceladus has A LOT of ice and water. Super much of all that lovely stuff that we really want to make everything work for us. I like to imagine us being bees, and this is flower pasture. We are flesh flies and this is a freshly murdered corpse for us to lay eggs in. Like it is the Cape Province and we are an underdog explorer who really wants that colony with juicy juicy development points. And to keep Castille from expanding explosively into Malacca and the Moluks, but that part may not have anything to do with our analogy.

Enceladus is generally a super good spot for human growth. Loads of resources, stabile enviroment, a buddy to compete with and a stop on the way for those of the solar society who wants to go even further.

What I am saying is that I think Enceladus should be added. plz

PS: Ceres isn't round enough! >:O
 
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Will there only be one human (not humanoid, I mean really human, like in Homo sapiens) race? So, when I play as humans, will I always start on the one and only planet Earth in the Sol system?
 
Hello Everyone!

...

If art dev diaries are something you want more of, let us know, and we might get more in depth about this in future diaries.

Fredrik Toll
- Art Director

Yes, I want more. About the different species would be great...and about the different planet surfaces
 
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the combat is not just some pretty light show while the game crunches numbers in the background. The lasers and missiles you see are the same ones the game uses to determine the outcome of the battle. So if a laser misses its target, you can see that it goes past it, and the last missile to hit, really was the one that landed the final blow.

Thank you for this. Any chance you guys will implement turn based combat like MoO2?