Hey Pioneers,
this is Alex from the Envision Entertainment-team and I’m one of the artists that work on the many different buildings in Pioneers of Pagonia. Over the last year since Pioneers of Pagonia released into Early Access, we’ve been updating the game not only with brand-new content like the Mining and Magic updates but also with plenty of quality-of-life centered patches. Smooth and comfortable interaction with any system that the players can interact with in Pioneers of Pagonia is very close to our heart, so we’ve been dedicating a lot of time to this so far. Today, I want to shed some light on one of our upcoming quality-of-life updates and give you a glimpse of some of our internal processes and decision-making. In this upcoming patch, we want to tackle the topic of the overall readability of objects in the game and add some much-needed improvements in this area. Pioneers of Pagonia is visually – like most build-up and strategy games – a very busy game. Players can have hundreds of buildings, units, and resources at the same time on their screen and with so much stuff going on it can be difficult to guide the player’s eyes in a way that all available information remains easily recognizable and digestible. As an artist working on this game, it’s also one of my jobs to make sure that everything we add to the game fits into our art style that creates the signature look of Pioneers of Pagonia: charming settlements, picturesque landscapes, and relaxing vibes that invite the players to spend hours upon hours of building up and exploring new islands.



The Culprits
While building a busy settlement core, players often place the Tavern, Guild Hall, and Residence close to each other. Together, these three buildings create a nice, dense, and almost urban center, but we found that the overall look of the three buildings is a bit too homogenous. They all occupy the same space, have similar heights, layout and materials. The Tavern and the Guild Hall are buildings to which players return quite often, in order to check the meals that they are producing or to manage the recruitment of new workers, so it was essential for us that they needed to stand out a bit more. Although the Wood Workshop already features some wooden ornaments on its rooftops, it was one of the buildings players struggled to easily identify, they were always looking for that place where they could order more Wooden Cogwheels for their Windmills and Mines but were never able to find it! The Garrison and Military Academy are two buildings that have different functions, but both deal with military units, occupy the same space, and have a very similar square-shaped structure.
The Improvements
For the Guild Hall, we decided to increase the space that the building takes up from 3x3 tiles to 4x4 tiles. Players rarely place more than one Guild Hall, so since it’s not a building that is placed often taking up more space would help it stand out more against multiple Residences, without making it considerably more difficult to place. With more space available, the many different tool piles that the building features also aren’t all crammed in front of the hall but distributed more evenly throughout the perimeter. We decided to make the clocktower more of a focus point and swapped out the previous sun clock for a clock with hands and a more recognizable dial face. Additionally, we put the entire building on a foundation to increase its height and make it stand out more. With these new improvements, the Guild Hall catches the eye of the player more easily and is now up to the task of acting as a center point for every Pagonian settlement.



