• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #49 - Graphics Overview

16_9.jpg

Hey everyone! I’m Max, Art Director of Victoria 3, here to go over the different visual elements of the game and give you some insight into our process. The games’ visual pillars center around Elegance, Hopefulness and some of the older visual elements of the Victorian era, this will be present within each visual category and discipline.

To start off, a lot of things have happened visually over the last year, even in these last few weeks a lot of tweaks and improvements have been made thanks to the team! To go over some of these improvements I’ll be giving a brief overview, starting with:

Interface
The lead of the 2D art team, Kenneth Lim, talked a lot about our interface visuals in Dev Diary #30 so make sure to check that out! The components of the interface have not changed drastically since then, but have rather been refined and more illustrations have been incorporated into menus that are very text heavy or where a bit more flavor helps. In general the interface direction wants to provide visuals that are elegant and ornate but not too heavy, with a palette that compliments the visuals of the map and illustrations, making icons and button interactions pop out from it. Working closely with the UX designers we aim to put the visual emphasis and focus where your important decisions can be made, ensuring that interactable objectives and buttons are clear and have an order of importance.

Interface for the politics, showing various different elements
politicsui.png


Buildings and lots of icons
buildingsui.png


Outliner for the market UI
marketui.png

Illustrations
As illustrations are being incorporated more frequently in the game we want to ensure they have a consistent style, a style that is something of a mix between modern digital art and some older 19th century style and technique with clear brush strokes. We also try to ensure that they all have a hopeful (though some quite grim) feel to them that gives flavor to your decisions and the Events that do occur while still not discouraging you. The illustrations for Events are quite vast, and with so many different possible events occurring one thing we have tried to ensure is that all different cultures of the game are represented within Events. The downside of this decision is that some of our events will look pretty specific to a culture while applicable to almost everyone, this is something we will look to improve in the future!

Event Illustration within the interface
eventillustration.png


Character background illustrations
characterbackgroundillustration.png


Illustrations for the different Institutions
illustrationsinstitutes.png

Map
The map of the world is something we’ve put a lot of effort into making sure looks both very interesting yet soothing enough not to compete in complexity with the interface and the actions you take, steering clear of too much clutter and maintaining the visual pillars that gives the player satisfaction of seeing their course of the world progress. We also try to ensure a visual hierarchy of what is important to look at by balancing the complexity of assets as well as their scale. During next week’s’ DD I’ll be talking more about the elements that help make the map feel alive and how we visually change the world as the game progresses. But aside from that the papermap, the zoomed out version of the 3d map, also has a lot of visual detail put into it, lots of small illustrations and details that make it more interesting to look at alongside the scene with the table and objects surrounding it to contextualize that this is you overlooking the world as a whole. Other elements present on the map are the buildings of different cultures that make up the Hubs that range from small farms to huge monuments, in addition there’s also a vast assortment of military 3d units that appear when battles take place.

Trade in the Dardanelles Strait
tradeindardanelles.png


Rome and the Vatican
romeandvatican.png


Asian building set
asianbuildingset.png


Papermap and the surrounding scene
papermap.png

Characters
The characters of Victoria 3 aim to be visually representative not only of the stratas they inhabit but also of their profession and its characteristics. Butchers sporting cleavers, farmers have pitchforks and servicemen have rifles, all this in combination with various different appearances for different cultures, a large age spectrum as well as a plethora of different outfits ranging from farmer rags to exquisite dresses gives a really varied appearance of the game's characters. While our visual pillars still stand even for the characters, ensuring that their appearance is a bit softer and filled with a bit of hope, they also show when they are not doing well, giving starving Pops altered idle animations where they look displeased and hunched forward. We are still finding new ways of increasing the personalities of characters and their overall visuals and look forward to giving them even more life in the future!

Farmers in Burma
farmersburma.png


French heir
frenchheir.png


Now that’s a fancy outfit
fancyoutfit.png


Aristocrats in Harar
aristocratsharar.png


Growing old
growingold.gif

VFX
The visual effects that we have in game range from emphasizing certain button presses to atmospheric weather effects like rain, sand and snowstorms but where it’s most prevalent is through wars and battles where units fire devastating cannon shots or even flamethrowers, really emphasizing the situation! The game’s VFX also helps provide a sense of what’s happening on the map, visualizing things like buildings being built and completed, turmoil, revolutions and celebrations among many.

It does snow a lot between Sweden and Norway
snowbetweenswedenandnorway.png


Sandstorms can be daunting
sandstorm.png


Fire!
fire.png

Technical Solutions
For a lot of the neat details and dynamic elements of the game we have Technical Art providing smart solutions to things like waves around shorelines, the clouds that provide depth and fog of war to the map as well as how country borders and occupied territories look.

Smart shader work makes waves not take up too much performance
Waves.png


Clouds and Contested Territories
cloudsandcontestedterritory.png

That should give you some insight into how we work on the visual side of Victoria 3! As mentioned before, next week will have another Developer Diary from yours truly with a more in-depth look at the Living Map and how things change through the course of the game. We are still making a lot of nifty changes to things and can’t wait for you all to experience Victoria 3 in all its glory!
 
Last edited by a moderator:
  • 193Like
  • 84Love
  • 22
  • 16
  • 6
  • 1Haha
Reactions:
This comment is reserved by the Community Team for gathering Dev Responses in, for ease of reading.


Joccend said:


Can babies still get beards? Can that be kept in for release if they do?
We're sadly shaving the beards of minors in the game as we speak, a lot of people with bad beard growth had a real problem with them.


Nikodemonek said:


Everything looks good other than the fire. It's just a flat texture. Would that be improved upon release?
It will be! Though it will remain a flat surface we're fading it towards the bottom and making the surrounding terrain a bit burnt to better blend and anchor it.


Lamartine said:


Really loving the visual style and the emphasis on communicating information visually. Victoria III will be daunting for new players but the interface looks like it'll smooth out the learning curve.

Just curious if you will try to make some characters ressemble their IRL appearance. Louis Phillipe looks like he's lost weight and gained a beard in the Victoria III timeline

View attachment 848341


View attachment 848340

Click to expand...
Yes, our intent is to make as many of them as possible closely resemble their real life appearance, we're not gonna hit all of them but this is something we love to get feedback on to regularly improve!


KaiserBismarckll said:


I couldn't help but notice that the fellow in the aging animation got a lot fatter as he aged. Does everyone start off in decent shape and start getting fatter around 50?
This is correct, though I should mention that we also do have people who are a bit overweight at an earlier stage as well!


BotherMe said:


Any chance we could get animals on the map? :) I would love to see zebras and elephants roaming around central Africa and buffalo in the Great Plains.
That is a very nice idea, we're always looking to add new life to the map and currently only have big seagulls and vultures and we'll see what we're able to do!


Hasselnot said:


How much of the artwork and sfx stuff is modable? I'm think mainly about the occupation zone thing. Would for example custom states have their own flag there, or could it even be removed completely if one wished so?
A lot of it should be quite easy to mod, things like clouds, devastation and war border for example. When it comes to the occupied territories we are utilizing a shader that directly calls on our flag system that was previously covered in an earlier DD and while I'm not certain that entirely custom flags outside that system will be covered it might not be impossible.


SanicK said:


All the graphics, 3d or 2d, from the characters to the maps, are very beautiful. The only thing that still didn't convince me was this "fire" effect and the apparent lack of military units visually on the map (despite the front system).
I mentioned in another reply that the fire wall (the war border) will be adjusted and while we won't have units permanently on a front all battles taking place will feature a 3D unit (the most advanced one) of the appropriate PM you have under your general in that battle.


peterson72 said:


Everything looks good except the frontline fire. And it's d'Orléans, not De Orléans.
Frontline fire will be adjusted, wrote a longer reply of it a bit earlier :)


starchitect said:


The map for the most part looks fantastic… which makes those diagonal stripes for contested land stick out like a sore thumb. With so much evolution on graphics, how have we not come up with a better method than jarring stripes that have been the visual language from the beginning. Something that does not disrupt the visual integrity of the map- overlapping border color, a gradient, anything but stripes!
Alright, to walk you through my train of thought here; I am very aware that diagonal stripes have been used as visual language for a long time, my intent with the flags where to try to steer away from them by actually providing visualization of the country taking the territory in question. The diagonal angle we currently have for the flags was a way to still have some kind of resemblance of the old, since upon implementation of the new system and horizontal flags we thought people might have an easier time understanding the new visual language better with some elements that are familiar. Still, I think having flags instead of just stripes in country colors is a big improvement and if people are scarred by the old diagonals then we could look into adjusting it.
 
  • 16Like
Reactions:
Can babies still get beards? Can that be kept in for release if they do?
 
  • 49Haha
  • 6Like
  • 4
  • 1
Reactions:
Very interesting. What kind of solutions will you be offering for people with less-than perfect graphics cards? It's annoying that the only animation options available for CK3 are "full and taxing animations, especially at the Royal Court" and "no animations anywhere".

Can babies still get beards? Can that be kept in for release if they do?
More importantly, can Crown Princes still become Republicans at birth, or do they have to wait until adulthood?

P. S. When can we expect the Characters Dev Diary? Has last week's incident been resolved?
 
  • 13
  • 2Like
  • 1
Reactions:
Really loving the visual style and the emphasis on communicating information visually. Victoria III will be daunting for new players but the interface looks like it'll smooth out the learning curve.

Just curious if you will try to make some characters ressemble their IRL appearance. Louis Phillipe looks like he's lost weight and gained a beard in the Victoria III timeline

Screenshot_20220610-001424.png



Louis_philippe_1835_par_desnos.jpg
 
  • 33Like
  • 11
  • 4Haha
Reactions:
How much of the artwork and sfx stuff is modable? I'm think mainly about the occupation zone thing. Would for example custom states have their own flag there, or could it even be removed completely if one wished so?
 
  • 3Like
Reactions:
Great to see more cultural art like characters and buildings. Characters in particular have often been placeholdery in the teasers, but we've passed the stage of blonde chinese emperors and bearded children

Also, Cool battle visuals confirmed :D
 
  • 4
Reactions:
Would the clothing change later on once the nation becomes recognized? i.e. Japan and Siam ones

If not, then it would probably be better to reuse the western ones for Siam instead of the Kongbaung clothing they got right now (example below is King Rama IV/Mongkut of Siam and King Norodom of Cambodia respectively)
1654791703828.png
1654792024952.png


For other pop types, Mainland Southeast Asia (with the exception of Vietic ones who're closer to Chinese sphere cultural-wise) i.e. farmers and such can reuse the Indian clothing sets rather than using the western ones like the WIP pic above. On the other hand, Maritime Southeast Asia could probably use whatever the Ottomans got as Songkok/Cepi/Kopiah were based on the Turkish Fez.
 
  • 19Like
  • 1
  • 1
Reactions:
All the graphics, 3d or 2d, from the characters to the maps, are very beautiful. The only thing that still didn't convince me was this "fire" effect and the apparent lack of military units visually on the map (despite the front system).
 
  • 15Like
  • 6
Reactions: