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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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Actually, the numbers for the asteroids are part of their official names - it's 1 Ceres, 2 Pallas, and 4 Vesta. I guess the last asteroid would be 10 Hygiea (the fourth largest asteroid) in that case.
 
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The first thing I thought when I saw the Sol system was that I wanna strap rockets onto 4 Vesta and slam it into Earth. This probably says unfortunate things about me as a person.
 
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Actually, the numbers for the asteroids are part of their official names - it's 1 Ceres, 2 Pallas, and 4 Vesta. I guess the last asteroid would be 10 Hygiea (the fourth largest asteroid) in that case.
Yep, asteroids were numbered in the order discovered. Ceres was the first, so 1 Ceres, 2 Pallas the second, 4 Vesta the fourth.

3 Juno was the 3rd discovered, but it is significantly smaller (only the 11th largest).
 
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I'd be fine with seeing more Art diaries. :) I'd rather see something about gameplay mechanics etc., but I'd rather have an art diary than no diary or just some contentless fluff. It is interesting to read the thought process behind the art.
 
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?
 
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A question for a dev: Could there be an option to turn off orbital lines? I understand that making systems all scrunched up and disproportional has to be done, but I think it would go a long way to easing that sense of "unnaturalness" if there we could view a system without lines everywhere.

I like the visible orbits. They legitimize the picture by reminding us that what we see is a totally-out-of-scale diagram designed for ease of use, and not a representation of reality.

However, sure, different people have different preferences, and it's always nice to provide options so that everyone can be happy.
 
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Great dev dairy!

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?
 
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That would be 3 Juno... for some reason its name isn't visible in the screenshot.

Why Juno? It's only the 11th largest by volume and 10th by mass. There are several other larger asteroids that would make more sense individually represented.
 
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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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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.

Awww... so no Pyramide style Ship vor the Catpire
 
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.

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.

Great DD and surprisingly nice to know about the art direction, especially about how it ties into the overall vivsion of the game.

A question about ship designs and alien races: I'm assuming that Stellaris will be as mod friendly as any PDS game, probably even more. How will modding be handled? Will it be through Steam? I was thinking about how Cities: Skylines really benefitted from modders adding tons of new buildings and other assets to the game, and how easy it is to add or remove mods there. A system like that would be ideal for adding more ships and more races to Stellaris which would really help the replayability and sense of discovery for the game.

Oh, and good news about the brain parasites, nice to know that they're not in the majority :)
 
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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.

Ah ok, as I expected. So this will let some room for modding. Hopefully it's possible to mod additionally ship classes and design lines in (even if it's so difficult to make 3D models)
 
I like the font style on the solar system image, feels "spacey". ( almost civ-like? )

But may I suggest moving the name of suns below the sun ( or above it, or left of it, or right of it ). The light from the plasma in this astral nuclear fusion reaction makes it hard to see the name.
 
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Thanks for a good diary entry, the text is interesting and the artwork is good.

I can accept the nice-looking but totally-out-of-scale solar system on the basis that it's a diagram for practical use and doesn't have to be to scale. Like the map of the London Underground system.

But I'm worried about the battle scene. The picture shows futuristic spaceships engaging each other close-up, like old-time sailing warships. I think a real space battle would be more like a modern naval battle, but fought at even longer ranges, so that enemy ships would show up only as distant traces detected by sensitive instruments.

I know: if you showed a realistic space battle, it would be dull. For me, you don't have to show the battle at all, I'd be satisfied to get the results quickly without interrupting the rest of the game. I appreciate that not everyone shares my preferences. However, I'm afraid a close-up space battle looks rather ridiculous to me. Maybe the final released version will work some special magic on me, but for the time being I can't suspend my disbelief.

Will the game have an option to turn off the display of space battles and just show the results??

I'm a strategy guy anyway, I don't really want to get involved in tactics (= battles).
 
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Wow ... just WOW ! And here I thought I could not get more hyped for this game ...

I would love to see another art dev diary ! Especially to see more of the artwork of the game.
One thing I always find disappointing in space games are the repetitiveness of artworks. After looking at Kentaro Kanamoto works (http://www.kentarokanamoto.com/ves4.html), I really thing such variety/quality could bring life to the universe.

- 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 !
 
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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.
 
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