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CKIII Dev Diary #28 - Art Focus

Hello my name is Joacim, Art Lead on Crusader Kings 3, I am positing here a developer diary written by Pontus, Art Director on Crusader Kings 3, currently on paternity leave. Our artists will reply to your questions in the comments!

Art Focus
Hey! Let’s talk about the art of Crusader Kings III!

My name is Pontus, Art Director on CK3. I’ve written this dev diary together with the art team, and if you promise to tell everyone this is the best dev diary so far, there will be some sweet wallpapers at the end of it. Cool?

Certainly, you’ve seen a lot of the art already, in various states of completion, with all our diaries and previews. Let’s start by talking about the way we’ve approached creating the graphics for the game!

The starting point for the art direction is, as it should be, the game design. If you recall Dev Diary #0, Henrik Fåhreus’ vision of the game has a big focus on characters and storytelling, as well as approachability and player freedom. Reinforcing that through the art has been the main goal.

To keep ourselves on-track, three key pillars guide the art department on CK3:

A ROLE-PLAYING EXPERIENCE - This pillar is represented by our goal to give life to the characters and their unfolding stories. An example of this would be the characters’ portraits, we did not want them small and static, they are now front and center, and show off their standing or lack thereof through clothing, as well as show how they feel about what is happening to them through body language.

DD28_king_01.jpg
DD28_king_02.jpg


A MEDIEVAL GAME - We made a great effort to keep a good level of historical accuracy in our designs. Our illustrations and icons are made to reflect the time period, just like the 3D art that populate the map. Of course, sometimes we had to try and find good compromises in the designs that would work for the entire timespan of the game.

Where possible, we based clothes on reconstructed sewing patterns from extant medieval clothing. For example, we recreated the "coronation tunic" of Roger II of Sicily, a well preserved garment from the 1130s (though it was actually made some time after the coronation).

DD28_tunic_comp.jpg


Another example would be a loading screen with some really well-painted sunflowers, but these did not exist in europe until the 16th century, which was spotted in time thanks to our Beta testers: so we sent it back to get the flowers repainted…

A ROUGH WORLD - Crusader Kings is not a game for all-ages, you live dangerously and people do terrible, terrible things to each other. This is reflected in the more somber palette and overall mood of the game.

Now, let’s talk about the different types of art you’ll have fun with in CK3:

CHARACTERS
I’m very excited about our new character portraits, and what we can do with them visually. They are varied and have lots of, well, character. Every day there’s a screenshot shared in the dev chat featuring someone they’ve encountered in-game, and we usually agree, yes, that person wears that hat better than most, or indeed, he looks just like the poster boy for the Deviant trait.

For me, the real test for the characters is if they make you feel, and It IS satisfying to throw especially smug-looking Rivals into your Dungeon, and you might feel a bit sorry for some harmless looking characters before you plot to have someone deliver poisonous snakes upon them.

I really want to stress the fantastic work our Lead Character Artist Nils Wadensten and the character team have done in bringing this new generation of portraits to our games, alongside our Engine team.

In fact, he’ll go into the character portraits a bit more in a future diary, hopefully he won’t show the first iterations of the wounds and diseases, some were a bit too much for a lot of people.. :)

For now, I’ll leave you with a sneak peek of Concept art and the final piece of Clothing as how it appears in the game.

DD28_steppe.jpg
DD28_african_pagan.jpg


ANIMATION
Making the characters move was quite a challenge since the movements need to be very discreet, and not call too much attention to themselves as that could become a distraction from the gameplay.

The posing and idle animations are there to help the immersion and storytelling. Keeping the Rough World pillar in mind, they should not be silly and slapstick - while CK has some wonderful dark humor, we play it straight. I do think the look on a character's face when he realises they are locked up together with a Cannibal is appropriately shocked though.

Generally the characters have a pose that reflects their personality or the situation they’re in.


EVENTS
Here is where the role-playing really kicks in. When an event pops up, we showcase the characters involved and how they feel about the current proceedings, set against a backdrop that really helps sell the setting. This means if you encounter the same event in another play-through, the visuals might be quite different due to the characters involved.

The backdrops have a detailed but hand-painted style that complements our stylized characters’ well. In fact, we have some for you as wallpapers without text, icons and characters obscuring them, enjoy.

When we create a new event background, we also do a hand-crafted lighting setup, which relights the portraits to fit the current scene:

DD28_events_01.jpg
DD28_events_02.jpg
DD28_events_03.jpg
DD28_events_04.jpg


ILLUSTRATIONS
Besides the events, there’s plenty of illustrations in CK3!

For the loading screens, we wanted someone who can do images full of mood and storytelling, in a rough, painterly style. We went straight for the top and asked Craig Mullins. Fortunately, he was up for it, and has provided some really exciting imagery.

They all are of course showcasing aspects of the Crusader Kings experience- from Templars in battle to babies in peril!

Besides the loading screens and event backgrounds, we have cool paintings for Decision categories, terrain types, holdings, army movements, legacies… heck, our Personality trait icons and Tenets are small illustrations - there is a lot to discover and keep you entertained and immersed!

DD28_hunt_text.jpg


The Holding Illustrations make for great wallpapers as well, so we included that in our art drop!

UNITS
Our units are really cool! We were very enthusiastic about these, and really added quite a bit of detail. Let us know if you spot the nails that stick the shield handle into the shield at the back.

The units’ appearance is based on culture - We have Western European, Byzantine, Middle-east / North Africa, Pagans, Indian and Turko-Mongol.

A unit has three visual tiers, becoming more armor-clad and sophisticated as it progresses. So it was important for us to make sure a Tier 2 Byzantine looks equally as tough as a Tier 2 Turko-Mongol for instance.

They have a lot of spark to them as we added a lot of different animations, they cheer when they win, bang their shields during sieges and we make use of red liquid particles when they land some nice hits.

Culture, Tiers and Coat-of-arms colors and emblems make the Units look appropriate and unique. Here’s some examples:

DD28_units.png



HOLDINGS
The Holdings were quite a challenge, they needed to be a certain size based on maximum zoom level and minimum Barony size. Since they are small they need to have strong, readable shapes without looking like toys.

Their appearances are influenced by the region they are found in, in this case Western European, Mediterranean, India and Middle-east.

Similar to Units, they have visual tiers, tied to the Holding’s Upgrade level. Temples and Cities have two tiers, whereas Castles and Walls have four tiers.

Of course, we have primitive huts as well, and a big bunch of unique buildings, some easier to recreate (Pyramids) than others (Charlemagne's Palace).

DD28_western_castles.png
DD28_mena_castles.png

DD28_special_01.png
DD28_special_02.png



MAP
There’s a rumor going around that some of you CK2 players rarely look at the terrain map. We didn’t want that for CK3, so we made our map to not only be moody and pretty to look at, but also more useful, so you’d have more reasons to go there.

CK is information heavy, so we try to make sure that everything in the terrain map serves a function, and is easy to see. Thus a cleaner look, to make sure the icons, borders, text and 3D models that sit on top of the land read well. At a glance, you should be able to see what terrain type a Barony has without consulting another map mode.

DD28_map_02.png
DD28_map_03.png
DD28_map_01.png


If you are into Political Map modes though, don’t worry, we’ve got you covered. You’ll notice it feels familiar.

It seems our Paper map has been received well, we’re glad you like lobsters too! Getting the right amount of sea-monsters without making it look cluttered wasn’t easy, but I think we managed in the end.

DD28_papermap.png


UI
A PDS game has a lot of UI. It is something made in close collaboration with UX and Game Design departments. It is constantly iterated upon and is one of the most challenging aspects of our games.
Visually we took inspiration from game design’s character focus pillar and pulled in visual influences from Roleplaying games. To make it approachable we tried to keep it clean, and give everything some breathing room.

DD28_Character_Screen.png
DD28_MAA.jpg


DD28_letter.jpg


We use a lot of illustrations in our UI’s to help immersion and flavor, and we have a cool system where some of the image types are context sensitive, so for instance your Sultan will not stand in front of a western European throne room if he is hanging out in the Middle-east, and if you are dealing with Catholicism in Religion View, well you’ll see churches and similar imagery.


Coats of Arms
Heraldry is essential to the medieval immersion of Crusader Kings, and so heralds will be excited to hear that we have totally overhauled the Coat of Arms system.

We started from scratch, poring over history books and contemporary armorials to ensure every detail is authentic. We designed accurate CoA for over a thousand titles and dynasties to complement a new scriptable random system that weights hundreds of unique elements based on culture, religion, and everything in between. We modeled minute differences across regions, so frequencies of designs and tinctures are different in Germany, France, and Spain. The amount of possible combinations? Millions.

We achieved our primary goal of making our feudal European heraldry as accurate as possible, but we didn't stop there—we wanted to go into extra depth for all regions. For example, the eastern hordes decorate the Great Steppe with their special tamgha emblems, while the Islamic world is fleshed out with immersive Saracenic heraldry (no more endless stars and crescents). Emergent cadet houses differentiate their new arms by quartering, and yes, England's coat of arms will change if William wins the Norman Invasion.

Here’s some examples of the heraldry system in action - firstly how England’s arms can react to gameplay, and secondly a selection of randomly-generated COA from around the world.

DD28_COA_1.png
DD28_COA_2.png


In summary:

The art team has worked very hard and it is a delight every day to see whatever new stuff is coming in. Making games is a group effort though, so we get invaluable help and feedback from the rest of the team: code, design, QA, sound, production all contribute as well.

Of course, seeing pictures in a dev diary is one thing, we can’t wait for you to get your hands on the full experience! As always, your feedback will help guide us as we continue to make content and improvements for CK3!

And for being good sports and reaching the end of the dev diary, here's links to some sweet wallpapers!
 

Attachments

  • DD28_council.mp4
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  • DD28_event.mp4
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  • DD28_combat_vid_1.mp4
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  • DD28_combat_vid_2.mp4
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  • DD28_western_castles.png
    DD28_western_castles.png
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The random generated heraldry using heraldic rules is really a sight for sore eyes. Especially impressed it is able to juggle more than two colours around.
 
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Looks awesome! I wasn't sure how I felt about the new 3D portraits for a while but I've grown to really like them (and tbh, at the risk of sounding mean, I never really liked CK2 portraits I always thought my dudes looked kinda dopey.)

If this is the right place to do so I'd like to ask a question about clothing since it seems relevant: if I decide to change my culture by decision will my wardrobe options totally change right away? Will my norse west african emperor have instant access to a dope leopard skin like the guy in the diary has as soon as he decides to adopt the local culture?
 
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I've gotta say, was a bit disappointed initially that the game wasn't going to use Imperator's highly realistic portraits, but this style is starting to REALLy grow on me. It looks very pretty and the characters especially are oozing with life. Definitely starting to think that the characters will be even better here than in Imperator. Great job to the art team!
Agree, they look atlot more alive than in Imperator: Rome, the backrgound and the fact the characters move around, which you can see in the Review videos do alot here.

Only thing I don't like is how... small (?) Constantinople looks like. Would love to see some serious urban sprawl there.
Again Agree, it the map look a bit like a wasteland with a few buildings put here and there. Imperator: Rome do a better job with dynamic city size.
 
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Is there any chance the clean, black UI is going to be changed to something more flavorful? Or at the very least, is that something that will be modable (especially Ironman compatible modding)?

The rest of the art looks great I just can’t get into that part of it.
 
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I find the crowns and coronets above the Coat of Arms rather small. It's hard to tell the difference between duke/count etc.
Could you consider to make them bigger?
 
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These look great. I hope character clothing/soldier models change over the eras as technology progresses.
 
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Is there cavalry unit model too? It will be so weird if mongolian hordes unit model is only infantry. And i wanna see mounted knights and cataphract too!
 
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"England's coat of arms will change if William wins the Norman Invasion."

Do the changes apply to Norway if they win 1066?

Awesome, thank you for hard work.
 
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So, given that England's coat of arms will change if not held by Anglo-Saxons (I presume), does that also mean that if, say, the Welsh were to retake Lloegyr, it would also not have a white dragon, but rather a more appropriate red dragon, or something else?
 
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I know this won't be added before release. But I hope you guys consider adding actual growing cities on to the map, some time in the future. Really big castles shouldn't stand alone, and large cities shouldn't have a tiny thing in the middle of a holding to represent them.

I just feel like the map looks a bit empty, right now.
1590497802797.png

To whom is this a good representation of Constantinople? It looks like it could be anywhere.
 
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The visual looks really appealing!

A few questions about how (religious) holdings are represented on the map:
  • Preliminary question: Will castles, cities and temple holdings look different from eachother? (I think yes if I recall correctly from a former screenshot, but this is to confirm).
  • If yes: Do temple holdings change skin depending on which religion they are attached to? I.e., do Muslim religious holdings display minarets while Christian ones show church towers?
    • Is this tied to the religion of the county or that of the owner of the religious holding? (for instance a Christian holds a temple holding in a Norse country)
    • If yes, what happens when their religion changes? Do churches turn into mosques, do mosques turn into Hindu temples?
    • You mentioned that holding skins depend on the region they are found in. Are there different skins for mosques in Europe and mosques in the Middle East? For churches in England and churches in Italy?
Thanks for replying!
 
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Since this dev diary is about art I might as well post about this again. I mentioned this in an earlier thread, but the graphics and UI seem very dark, almost like everything were in shadow. I made another quick edit to show what I mean, after you adjust brightness and contrast the darkness of the original is especially clear and gets almost jarring.

ck3 brightness example.png
 
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While the coat of arms look amazing, will something be done about certain shileds just cuttin off animal parts or other symbol parts and all of them being generaly offcenter? iirc when it came to animals and other symbols, the "cadet" dynasty or new town just shifted them to side instead of cutting them up
View attachment 581807
Which emblems appear cut off? Everything there looks pretty compliant with heraldic customs.

nd
 
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I do wonder if some poor guy at the Dev Team is now doing overtime to somehow scramble a Dev Diary together that adresses the ship issue tomorrow instead of a well written Dev Diary about how hairstyle works with the nakedness option
Well that was my comment in the Ship thread. Nice to know I am a diviner and can at least partly fortell the future :)

On the topic of this Dev Diary itself

AWESOME.

The graphics and the UI are really looking great. CK III feels like it is going to have a huge potential
 
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I think devs chose to describe holding like that because of visbility of holding type and terrain. But that constantinople looks quite small though. Maybe put some small buildings around wall will be better?
 
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What about cavalry unit models?
 
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