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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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Love the art style overall, but some of the faces kind of look a little bit, er, "doughy".
Kind of getting flashbacks to TES Oblivion with some of them.
 
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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!
Can these reference pics help you?
3 historical characters so far:

William IV of Hanover (UK):

ss_a47c42afa97af8345141284ac939c9a3a41a177e.1920x1080.jpg


King_William_IV_by_Sir_David_Wilkie.jpg
WilliamIVbyLonsdale.jpg



Friedrich August von Gise (Bavarian politician):
dd6_1.png


Gise.JPG
779x467.jpg


Nikolai Romanov (Tsar of Russia):
Ruler.png


Unknown_-_Portrait_of_Tsar_Nicholas_I_-_M.Ob.2178_MNW_-_National_Museum_in_Warsaw.jpg
Franz_Kr%C3%BCger_-_Portrait_of_Emperor_Nicholas_I_-_WGA12289.jpg


As you can see, NONE of them looks as they should look.
 
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I like the textures but I think it looks like a mobile game. Kind of, especcially in that last screen shot and the war screen shot with those flames artilleries and with the border graphics and trade routes and all, ui and map borders and such makes it looks like a mobile game I think. Because well they look very... how should i put it, well for example if it looked more gothic it would look less like a mobile game it looks as if there are no slaves in this game or wars it looks completely "politics free" for the lack of a better word. And I'm having a comics sans kind of vibe from the style :D if that makes sense.

Edit: Oh I got it for instance it looks like there are kind of white stripes in borders between countries for instance which ties in to what I said up there before this edit.
 
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About the GUI being "elegant and ornate", I really like the velvet and gold details, but the green rounded buttons are ugly.

Without the gold details, buttons appear to be made made of cheap wood, why they are not glass or metal?
 
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amberambitions

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I will say that, again, the frontline graphic looks... I don't how to put this lightly, so, it looks bad. It looks REALLY bad and the fixes you are making won't fix a lot of fundamental problems with that design. First off, it looks incredibly, jarringly flat. I'm not talking about the bottom of the texture, but the top. The completely flat texture makes it look like it's out of a PS2 game, and I don't mean that in the "I've never touched a PS2 in my life" way, I mean that in the "I've played a lot of PS2 games and this specific graphic looks straight out of one" way. And the lack of any sort of action beyond the literally 2 total units you see makes it look devoid of life. I'd expect to see this out of some build labelled something like "War_Prototype_002", not what should be a beta by now.

Similar sentiment goes for the occupation graphics. They look similarly jarring and out-of-place. The flags over the top of a satellite style map just clashes with the map and it clashes even worse with the paper map. Frankly, it looks like a completely different art style than the rest of the game.

I hate to be so blunt because I'm really excited for this game and I think the developers are great people, but man the war graphics look genuinely bad.
 
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Is there a possibility for you to add nation specific clothing for leaders and/or Generals?

It'd be super immersive if for example German Generals wore their uniforms, perhaps even the Pickelhaube, and American ones their respective uniform.
 
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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.
I think if you put up a poll, people would prefer the old diagonals to any new system.
 
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Really liking the overall art direction but there are a few small things I'm not too sure about:
  • I'm not a huge fan of the translucent UI elements, I think it makes it look too busy when two layers are on top of one another and can sometimes make text more difficult to read. I think it'd look more solid and legible just having an opaque UI with clearly separated text and images.
  • The characters look a bit too cartoony and video-gamey for me which clashes tonally with some of the serious things going on around them. This is an issue I have with CKIII as well but honestly at this point I'm not sure what could be done about it other than making the faces more serious (no one smiled in portraits back then) and making their animations more subtle.
  • The characters don't look like they're actually in the environment their backgrounds depict, rather they look like they're just stood in front of a big painting, but again, short of making the backgrounds 3D as well I'm not sure what can be done about this.
  • Some of the VFX, particularly the fire, still look quite disjointed from the map and basically just look like 2D images on top of it but I'm hoping that's not the final look. Similarly, the tile textures are just unappealing to me.
  • The front lines could have more stuff going on since we're not going to be micro-managing individual units anymore, especially around where battles occur; more units, more effects and more indications of destruction like ruined landscapes, destroyed buildings and injured soldiers etc.
  • Just a suggestion but I'd prefer it if the illustrations actually changed based on what was going on so you can use it as a quick indicator rather than it just being there for the sake of it. For example on the politics screen if there's a lot of turmoil you could have an image of a protest or riot, but if all is well it could just be a calm parliament session or discussion.
Other than that though I'm a big fan of how it's shaping up, I particularly like the map itself with the culturally distinct buildings and weather effects.
 
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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.
Glad to hear that we're getting some 3d unit sprites on the battlefield at least. Maybe I'm just being slow, but what does "PM" stand for?
 
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Glad to hear that we're getting some 3d unit sprites on the battlefield at least. Maybe I'm just being slow, but what does "PM" stand for?
I think they mean the “production method” of the unit assigned to the general leading the battle.
I also hope they are not just static artillery units shooting each other across the front flame animation…
I am picturing soldiers and equipment moving around dynamically almost like stellaris battles but in a province.(fingers crossed)
 
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A minor grammatical point, which may be moot because the localization is likely moddable: “Therevada Burmese Farmers” and “Sunni Oromo Aristocrats” is the more idiomatic order; the other order just sounds…off. It’s not incorrect, exactly; it just doesn’t sound right.
 
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Is it conducive to the design goals to set up an additional border that would surround the integral states of major unification regions (homelands?), such as around the German Confederation, to visually show the states involved where there is an active unification candidate in play?

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Or maybe as part of a mapmode like the way shared markets are portrayed?