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Victoria 3 - Dev Diary #49 - Graphics Overview

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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!
 
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This is good. A few questions:

1.) why is the architectural style of the Ottomans not Greek/Balkans? the current style seems more fitting for the middle east and North Africa over Anatolia and the Balkans.

2.) the Bonpartist party for France? if they take over do we get to depose the king for the emperor? also why is their symbol not the coat of arms of the House of Bonaparte, or at least the bee?

3.) will fashion change and evolve? Ie, will people at the end of the game still dress like they do at the start of the game? also what about nations that become recognized by the European powers, like Japan. Wil they adopt a more western style of dress?
 
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Is the image of "Asian building set" from Beijing? In Beijing, the Forbidden City and the surrounding city are controlled by the north-south axis and the east-west axis. If the streets are repositioned in the right direction, the stunning 3D structures will take on even more character.
 
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This is good. A few questions:

1.) why is the architectural style of the Ottomans not Greek/Balkans? the current style seems more fitting for the middle east and North Africa over Anatolia and the Balkans.
I totally agree. It doesn't make sense to have desert-style buildings with palm trees in Anatolia. There should be a separate style for Balkan/Anatolian buildings.
 
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ok so question (might be better suited to the next dev diary) if a region/county is fought over long enough (either through stalemate or capture and liberation )will the devestation show up on the map (example verdun)?
 

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If steam game review turns out to be in the range of mostly positive it definitely was not the case for this splendid design note strongly not meant game mechanics design as not being able to hoard goods or gold (when i see buy and sell screen)
 
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Papermap and the surrounding scene
View attachment 848044

As I've pointed out elsewhere, it looks as if Vancouver Island is actually attached to the mainland of British Colombia on the map. This map also shows it to be the same. I was wondering if you could comment as to whether this is just because of the zoom level, or if that actually is the case. If it is actually the case, would you be able to say why you made the decision to have Vancouver Island attached to the mainland?
 
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The map looks very nice and elegant and colorfully stylish in general. Which makes the fire asset on hostile fronts look even more clunky and ugly. I hope this is just a placeholder and that hostile activity on fronts has a better visual representation.
 
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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!
 
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As I've pointed out elsewhere, it looks as if Vancouver Island is actually attached to the mainland of British Colombia on the map. This map also shows it to be the same. I was wondering if you could comment as to whether this is just because of the zoom level, or if that actually is the case. If it is actually the case, would you be able to say why you made the decision to have Vancouver Island attached to the mainland?
A comment in that same thread points out that Vancouver Island sort of looks attached to British Colombia even in real life. Some responses even suggest it might be better represented as a river or something like the Bosporus
 
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I like how colours and functionality have gotten so much attention in recent +10 years at both Paradox and elsewhere. By comparison first Crusader Kings makes the eyes boil in sockets when looked at today. So much bright colours thrown onto map and UI.
 
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Most of the visuals are really great. They put a lot of work into the terrain and images!

The characters still look weirdly cartoony though even compared to CK3 and I don't know if I love the flags on occupied territory. There's just such terrible flags to tile there.
 
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In the Dev Diary 8 - Institutions - we could see caduceus being used as a symbol for Health System rather than the Rod of Asclepius. Has it been corrected yet?
 
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Minor nitpick, but that thing the Siamese guy in the thumbnail is wearing on his shoulders looks distinctly Burmese. I talked about them on Twitter a while back.

There are examples that approach it, but I don’t think Siamese stuff ever gets quite so elaborate.
 

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