Stellaris Dev Diary #2 - Art Vision

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Aerie

Art Director
Paradox Staff
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Feb 11, 2009
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Hello Everyone!

Today we will talk for a bit about the thought behind the artistic choices we’ve made in creating Stellaris. I will briefly touch on several subjects; spaceships, alien designs and environments. The vision for Stellaris puts a large emphasis on exploration and the fantastic things you can find out there in the vastness of space. With the art we wanted it to complement this wherever possible.

Establishing the art style we of course rummaged through all the Sci-fi imagery we could think of, from classical Sci-fi like Ralph McQuarrie and Star Trek, to the latest productions like Mass Effect or Halo.

stellaris_dev_diary_02_01_20120928_alien_city.jpg


A theme that soon emerged in the references we liked, that we felt reinforced our vision the best, was images with high contrast, and strong colors. Like an amusement park at night, or a city at sunset, very visible in last week's dev diary image. Or the image above. The dark areas generally have an air of mystery, and the strong light and saturated colors give a sense of wonder about the whole thing, which is exactly what we are aiming for. We felt that this would hopefully evoke a sense of awe in the player, and an urge to explore and seek out the mysteries of our galaxy.

Among the many images we collected, an artist we in particular liked was Kentaro Kanamoto, the style in many of his images very much had the feeling we wanted to convey. So we contacted him and had him create 10 different images which covered the various themes in the game, such as colonization, alien cities and planets, space combat, resource extraction etc. These would work well as a guiding star for art reference, as well as inspiration for the team in general. Any new artist on the team, or a member of management could look at these images and feel the type of game we wanted to make.


Though we embraced the darkness of space and a galaxy full of fallen empires, we did not want sadness. And though we very much wanted realism, we wanted to avoid gritty and dirty Sci-fi. So much of game art recently has achieved realism and detail by adding dirt and damage to everything, and in general it does a good job, but this worn down style was not what we were aiming for. We wanted detailed and realistic, to have a large sense of scale, but without resorting these tricks.

Clean art can be really hard to make since it easily ends up looking like plastic toys. This was one of the things I very much wanted to avoid, I did not want it to end up looking like toy armies in space. One of the things that really helped out here was us adding PBR to our engine. (Physically Based Rendering, all the cool kids are using it!) This was implemented in Runemaster, and with this we were able to get more detailed and realistic looking ships by having a large range of material properties to the surface, it adds a lot of detail, and it helps keep ships from having too much of a plastic feeling.

Another artistic decision that deeply affected the visuals of the ship designs was the choice of having visible turrets on the ship. Since we want them to be visible to the player if they are zoomed out a bit, they also have to be a fairly large, and mainly placed on the top of the ship. The turrets aim towards their target and gives a satisfying broadside at times.

But the decision was not primarily an artistic one, the combat is not just some pretty light show while the game crunches numbers in the background. The lasers and missiles you see are the same ones the game uses to determine the outcome of the battle. So if a laser misses its target, you can see that it goes past it, and the last missile to hit, really was the one that landed the final blow.

stellaris_dev_diary_02_03_20120928_ship_combat.jpg



Even though we wanted realism, the world and the environmental objects are more of a stylized realism most space games go for. Scale and distance between objects is quite a ways off, adapted to a reasonable size as the scale and distances of real world space objects are so absurd. We also don't have planets moving around the sun. But we do keep it realistic wherever possible, with different star types being fairly accurate. Different planet types that makes sense. Frozen planet at the edge of the system etc.

Here is an example of the Sol system, and though it’s got a little bit more planets than most systems, systems being randomly generated and all, it does give you an idea of what solar systems may look like.

stellaris_dev_diary_02_02_20120928_sol_system.jpg


For the alien creature designs we aim fairly high in terms of scope. We wanted as much variety as possible, and for the player to find many new aliens each new session they played. We have tried to make them as varied as possible, but there are of course some constraints. For instance, they all are sentient creatures who in the end were able to one way or another develop tools, technology and finally spaceships. So they probably have some sort of extremities with which to grab items, be it tentacles or fingers, but it is rather hard to get around this of you want to escape your planet. You can of course be a mind controlling parasite which has farmed a slave race to do your bidding, which we do have, but those are not in the majority.

Another constraint was that we do need the races to participate in diplomacy, and have leaders and populations, so they did need to fit a certain format. That said we have done our utmost to avoid the Star Trek of just having different foreheads.


If art dev diaries are something you want more of, let us know, and we might get more in depth about this in future diaries.

Fredrik Toll
- Art Director

Next week: Galaxy Generation
 
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I love the art. But I question why the fleet doesn't concentrate its fire on specific targets. Or is that an unlockable tech that follows later? ;)
Currently each gun chooses its own target, depending on whats in range and optimal for its damage. As for the entire fleet, might not be in range of the same target. Also it would look sort of boring and unrealistic if the entire fleet was focus firing at one target at a time.
 
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I think he's just outside of the picture to the bottom.

They even simulated large Asteroid belt objects like Ceres and Vesta (how awesome is that btw?) so I'd be surprised if Pluto wasn't in

As I mentioned in another thread, we didn't include anything from the Kuiper Belt in our Sol system. We had to stop somewhere. :)
 
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I like how the shield effect stops the beams before they hit the target ship. It looks very nice. However, the bubbles seem to be pretty far from the ship.

Its partially for a matter of clarity. If the shield is to close to the ship, it can be hard to tell if the laser hit the ship or not. Hear you can easily see that the laser was stopped, because of the gap between the shield and the ship.
 
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About ship desing art:

How "free" is the Player in designing new star ships? Are the predefined choices for every class, or can you choose between several design lines?

F.e. I want to build/design a new space cruiser, does it look all the same for every race, or is there one design for every different race or are there several choices of design for every race?
Do they just differ in the modules, but look always the same?

Each class of alien has an appearance, so mammalien has one, arthropoids another.
The each modules within a race has a unique appearance within this style.
 
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Great dev diary!

I have a question though. In the Sol system screen shot we can see arrows pointing to Barnard's Star and Sirius. Those are both real star systems relatively "close" to us today. Does this mean we can expect a realistic map of the galaxy as a setting in the game?

I'm all for completely randomly generated maps and whatnot, but it would be pretty cool if we had an option to start on Earth and expand to all the known star systems around us, like Alpha Centauri, Epsilon Eridani, etc.

Barnard's Star and Sirius are generated near sol system, the and some other, the rest of the galaxy is randomly generated.
The game supports having both prescripted thing and randomization at the same time.
 
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Really nice to see that so many really like this "art dev diary", disproving the stereotype that paradox fans don't appreciate art. I'll see what I can do to get some more in the future, we really do have a fully packed scheduled of dev diaries. Looks like an Alien designs dev diary should be next up.

Question, would it be possible to post the 10 images that Kentaro Kanamoto made for you guys? Love to see them, or maybe some of the sketches of ingame thingies?

These will all be released in time, but its no fun getting all the candy at once.

- Do you plan to have a lot of artwork to illustrate the many situations a player will encounter (in some ways like ck2) ?
- How do you plan to make the different ecosystem of each planet/race come to life ? Will we be able to view more of what happening on the ground ?
- more generally, will you focus more on illustrate content (artworks) or 3D model ?

Thanks !

- Yes, we want as much illustrations as we can fit into the game, it helps a lot with immesion. But UI and mechanics has to come first.
- We will have a number of ways of seeing the planet surface, beyond what you see from space. Nothing super fancy, but hopefully something to get your immersion going.
- A lot of effort has gone into the 3d, because we want so much diversity. But we have not exactly been lacy on the illustrations side either.

So my question is, why the tiny sun? I get that a realistic size would be silly (it would take up half the screen or more if it were), but I always wonder why star sizes are so wildly under-represented in these games. I think it would be pretty interesting to have these huge balls of fire in the center of each system, perhaps with a suitably bassy rumble when they enter into view. I feel like they would give a nice sense of scale, and also present a navigation problem. Instead the size is comparable to Jupiter, like maybe 2-3 times bigger at most.

I wonder if that will be something we could mod later. Heh.

The size of the stars are very easily modded.
I completely agree about the size of stars. We do have different sizes on the stars, roughly corresponding to the actual classes of stars. And this is something we haven't fully solved yet.

The thing about large stars are, if they are bigger, for the ships not to pass through them when flying, they either have to be far above them. At which point the ships looks really weird in respect to all the other planets. Or, you have to code something for the ships to avoid the sun, for which there are many solutions. Though all of them are relatively time consuming.
Right now we are focusing on gameplay, so it something we hopefully will have time to revisit before release.


Lots of questions regarding the ship designer, and you'll get your answers. We have a ship designer diary coming up in the future, so say tuned.

Pluto and moon fans, don't worry, moddability is very comprehensive on all aspects of the game, so you can add all the moons you see appropriate, and i don't doubt that you will. And I would love to see some ambitious total conversions.
 
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It would be cool if devs could make some of the graphics adjustable/moddable. For example allow to play with color and brightness curve of the light emitted from the sun of system. These, for example look much more grimdark, enigmatic and mysterious to me. Although i do understand the difficulty of applying multiple suns lights to multiple planets.

View attachment 138533 View attachment 138534
Btw, Stellaris should be awesome base for Emperor of the Fading Suns mod.
All those options are moddable ;)
I am looking forward to see what the modders can do :)
 
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