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Stellaris Dev Diary #202: Nemesis Ship Set & Art Direction

Hello, my name is Simon Gunnarsson, I'm the Art Lead and acting Art Director for Stellaris. I wanted to go through our process of developing a style for a new ship series that will be added to the game when Nemesis is released. I'll go through the steps from the initial meeting with our game director, Daniel Moregård, through the visual development (vis-dev), concept art production and finally end at 3D production, that includes animation and VFX.

Initial Art Direction

For this time around, we had a player fantasy to cater to, so our mission statement became our guiding star throughout the process. We sat down with the game director that resulted in the imperial thematic direction. Which was enough for us to start doing some word associations to kick off the creative process.

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The closer the top a word is, the more influence it should have in our direction. We held ourselves to these words even when we changed our visual direction in the middle of the vis-dev.

These first associations were part of the first brief we put together to the concept team. The theme invites for interpretations so it's important that we also define the initial art direction with supporting images, splitting the line between "what it is" and "what it isn't" is equally necessary.

With these things in mind, we curate an initial aesthetic that we think is worth exploring, so the concept team has some anchor to the vision. For the imperial aesthetic we wanted them to explore a bright and ornamental direction at first. We always enable our team to add their own touch to these curated directions, but also encourage them to also explore other paths.

Vis-dev
We had several people working with the vis-dev, all bringing their own unique take on the brief we gave them. This process is quite hard, closing doors on designs and actually drive the art direction forward is a difficult task, with all the viable options at hand, we have to be quite picky, and measure against the words that we came up with.

Asking questions like, is this conveying an imperial and dominant feeling, what works well with this specific design and what doesn't. These questions are crucial in driving the vis-dev forward.

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Concept-art made by Alessandro Bragalini

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Concept-art made by Ecbel Oueslati

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Concept-art made by Mattias Larsson

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Concept-art made by Simon Gunnarsson (me!)


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Concept-art made by Ylva Ljungqvist

There were concerns towards the mid-point of the vis-dev. The way the light works in Stellaris could make it so that white looks quite muddy. There's a chance that white takes too much color from the light and makes it look quite weird in some occasions.

So we iterated the curated art direction into a dark aesthetic. We made it more forgiving no matter what empire color the players chose, the ships will most likely look appealing in every instance.

The new aesthetic still had to hold true towards the associated words from the beginning. So we focused on more brutalist style, dark with silver details.

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Final concept-art made by Simon Gunnarsson

Style Guide
The end of the vis-dev should result in a style guide, a document that should communicate the vision and the aesthetic, with extracted details and breakdowns. It is used by the whole team, from animators to VFX so it needs to be quite descriptive.

For example, below is a breakdown of materials that 3D artists will use as a guide to creating them.

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Production

The actual concept art production is the bulk of our workload. It's where we create actual blueprints for 3D artists to follow. But it's really just a linear but iterative process to get to a final result. We start with sketching some ideas, and we slowly commit more and more to certain aspects until we have a design we like, then we refine it, add materials and ultimately a final asset sheet is created.

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Initial sketches

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Concept artist use 3D to easier present the ship and get a better feel for the design

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Laying down material patterns, starting with a broad design then adding secondary and tertiary level of material details

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Finalized asset sheet, complete with materials and material ID for the 3D artists to follow

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In-game final asset


The end, but not quite!

This is our process with every new ship aesthetic, but the ships have a few more stops on the road before they're truly final, both animation, VFX and audio will get their hands on these before the full process is complete!

Thank you for taking the time to read this long post, here's a Nemesis (imperial style) titan! You will hear from our VFX artist, Erik Forsström, in a Dev Diary in a near future!

 
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I have a question: Who will be getting this ship set? Will it just be for the GDF or the imperial armada, or can "normal" empires also use it?

The GDF and Imperial Armada will use the set, but you will also be able to select it during the Empire Creation screen as "Imperial".
 
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Cool designs!

Are these shipsets limited to players picking the "Crisis" AP / Galactic Custodian/Emperor? Or do we get them as additional option in the selection screen?

And the shipset from Mattias Larsson is more than beautifull! Well we get that one too someday?
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Concept-art made by Mattias Larsson
This is absolutely gorgeous. Kinda sad you didn't go with that one, but i like the final one, too.
But definitely an awesome design by Mattias Larsson. I love it.
 
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Personally, the final outcome ended up looking quite like "too close to necroid" example. Laarson's stuff looks most fancy and royal kind of sharp, white tea-loving evil - therefore most fitting and best looking to me, though could be a pain to do in 3d. And the rest of designs looks too much like light sabers, crude square-ish shapes that fit trade vessels rather than millitary imperial ones.
 
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I'm gonna be honest with You Devs (Art Devs?) - I simply love the looks of it and the concept arts (especially the one by Mattias).

And I'm not sure about others, but I would love to buy DLC that gives second shipset to all subtypes (so Mammalian Shipset 2, Avian Shipset 2 etc).
 
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Can we request a "Discarded shipset designs DLC"? Literally just shipsets. Feel free to put it to a forum vote to see which ones get made.

I love what you've done. But there is discarded concept art that would also look cool in the game. And it was the same with necroids.
 
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I'm assuming we are talking about the galactic community fleet and galactic empire fleet rather then a normal shipset.

First off i'l say that the final concept does look nice.

But il also give the feedback that i would personally have prefered the white.

Sure it might have some issues (the muddy look because of the lightning mentioned), but if you could pull it off it would have stood out a lot making those special fleets truely unique and instantly identifiable. It also contrasts very nicely to have a white shell like layer with the darker machine looking parts underneath and with the golden details (like shown in one of the colors in the "Concept-art made by Simon Gunnarsson").
 
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Funny how you ended up with basically exactly what you set out to NOT do - something dark and Star Wars-y. It looks cool though.

But I do wish a lot of those other designs didn't go in the trash can. Such a waste of many good ideas(and money!)
 
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There were concerns towards the mid-point of the vis-dev. The way the light works in Stellaris could make it so that white looks quite muddy. There's a chance that white takes too much color from the light and makes it look quite weird in some occasions.

So we iterated the curated art direction into a dark aesthetic. We made it more forgiving no matter what empire color the players chose, the ships will most likely look appealing in every instance.

No offense but I just don't see how you could have come to such a conclusion, considering we already have white ship sets in the game that look just fine

Caravaneers:
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Reptilian:
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It's just really disappointing to see all those great concepts for an actually regal and opulent imperial navy, and then have the end product be exactly what you set out not to do, a dark grey overtly evil-looking necroid-like box.

And tbh it does bother me a bit that because of this the caravaneer rats of all people still have the prettiest and most regal-looking ships in the game. I feel like I'm now going to be reminded of what the imperial ship set could have been every time I see the caravaneers and am envious of their elegant white ships decorated with gold.
 
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Kinda wish they went with the white design, the last one looks very cool don't get me wrong, but the juggernaut feels like a mix of mammalian and necroid. Maybe it will be better once we see the entire fleet.
 
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Is it bad if I think that the final result looks really ugly and dull?

When I say that, it's mostly the texture and color. The models are fine. But the texture looks too rugged and really similar to the Great Khan.

For the Khan it works, because his ships are supposed to be a ramshackle. But this just looks like stone and (as others have pointed out) really, really similar to necroids.

I gotta say that all the concept art looks really good. Even the final one by Simon. But I think that they need to look a bit cleaner. A bit more regal.

Maybe through a bit more color, so it looks less like necroids. Definitely another texture, so it looks cleaner and maybe a bit more tech-y. If white doesn't work, fine, but it needs to look a bit more regal. Maybe throw in a line of orange on it, some gold or some form of plasma effect like on the front of Ecbel's 04 concept art (it's mislabeled 06 but it's actually 04).

But yes, as it stands now I would not be able to see the difference between the Defense Force's ships and the Necroid ships.

If you use this ship set for the Imperial Armada, I think you should take advantage of the fact that the Emperor has a fixed logo. Would be pretty easy to add that red symbol onto the side of the ship, so they are a bit more distinguished in battle.
 
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Oooh, the bright imperial looks absolutely beautiful, love the white/gold combination.
 
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Thought about the new patch: With the introduction of Intel, it will no longer be possible to see all that is happening in the galaxy. This means that border changes, rebels and other things that we used to be able to see happening across the galaxy will no longer be visible to us. This means that potentially a lot of stories happening in the galaxy will go unnoticed by players, or be completely unknown.

With this in mind, it now seems a better time than ever to introduce some form of replay at the end of the game. Civilization V had this, with a display showing all changes on the map as well as graphs that show how well or badly each empire had fared in all aspects. Do you think introducing something like that is something you would like to do?

If that doesn't work, a more detailed pop-up telling the players how and why an empire has disappeared of the map, or something like "rumors tell us that X has won a war against X and annexed X systems" would be a good addition.
 
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I feel a little sad that you completely abandoned the Bright Imperial look.
1. No White/light colours (Black instead)
2. No Gold Embellishments (green Necron look instead)
3. No 19th Century sci-fi (1960s brutalist architecture instead)
4. No Historical Elements (Star Wars prequel films instead for event screens/throne rooms/council chambers etc.)

More ship sets is always nice and obviously a lot of work goes into the product. But I can't help but see it as a bit of a failure when the end result is the exact opposite of the stated intentions and falls into all of the pitfalls you were trying to avoid.

1. So much Red and Black it's overtly, comically evil, with no hint of good left.
2. Both Black body and the Green lights perfectly fit the Necroid theme you were trying to avoid.
3. The Bright imperial theme, all White and Gold, royal and extravagant... was abandoned when you couldn't get the lighting right.

I don't hate it, but instead of a bright imperial look (borrowed from the Imperial Navy of Warhammer 40k or Legend of the Galactic Heroes) we instead have brutalist Necron+Sith designs and event screens. Even the civic icon has been made red when red in traits always means bad/penalty.

Personally If I were trying to fix white reflecting the surrounds and looking ugly or muddy I'd try to make it a fluorescent white coating. So instead of reflecting the surrounding colours it instead glows more brightly the stronger the ambient light, with only the gold details being reflective materials. Also I'd swap the evil red in event screens and icons with white and gold, reserving the red screens for after some big reveal that shows your true nature (like killing all the Jedi, or the civic after a rebellion that reduces its effects).

So... it's great, new ships and art is always welcome. A bit sad the designs didn't actually achieve what you initially intended... the Titan is quite clearly a Venator class star destroyer in my eyes painted black to look more evil with the white and red it normally has removed. While the juggernaut fits as an alternate necroid design that looks like it's made from bits of a Necron Monolith or worked black granite.

In your own key word terms the final designs lack:
Grand, Concealed Evil, Historical, Opulent, Elegant, Dignified, Decorated, Glorious, Divine, Art-Deco, Roman, Gold, Beautiful...
But it's quite good for some other words:
Dominant, Imposing, Imperial, Strict, Dangerous...
adding my own:
Undead, Tomb, Mausoleum, Black, Blocky, Evil

I really hope you figure out how to implement light colours for ships and come back to the bright imperial look in future.
 
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