[/p][p]Being an artist on a game like Victoria 3 is an amazing opportunity, but it also comes with caveats: Imagine van Gogh, palette in hand, being gently reminded by QA that his wheat field isn’t ideologically neutral enough, and having to paint sunflowers that accurately represent the economic policies of the British Empire in 1876. Still, we all have both our ears. For now.
[/p][p]This week’s diary is quite image intensive, but we’ve split it into two general areas: 2D and 3D, which is hopefully self explanatory. Before we dig into that, however, let’s look at some User Interface (UI) related features.
[/p]
Some new visual interface options
[p]First off, we've added some new UI features to Victoria 3: an extension to the theme selector that we call “Dynamic”.[/p][p]This new (dynamic) system will automatically switch between theme assets - e.g. the paper map, the UI skin, and table assets - to match the country you're playing. This applies when you start a new game that fits the profile of a UI reskin, for instance (but not limited to) France, India, Austria, or any of the Balkan nations. (Note that you still need to own the appropriate paid content.)
[/p][p]Of course, you can always turn it off in the settings if you prefer a different look or want to customize it yourself.[/p][p]
So many options to choose from![/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/5c45e604b69b530b028df707717d00f7f457eee9.png"][/img][/p][p]Secondly, we’ve introduced a new category to themes, called “Main Menu Image”. As the name suggests, you can now pick and choose between previous releases’ main menu, depending on mood or fancy. Is it a Royalty or Commerce kind of day? You decide. This can also be set to default, meaning it will display the latest release.[/p][p][/p][p]So many memories![/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/7a2827d140ff196c61be06f3952af386c86cee8d.png"][/img][/p][p]Now, on to the parts of the update that occupies two dimensions: UI, maps, and event images![/p]
UI Skin
[p]The Balkan region showcases a diverse artistic and architectural heritage, shaped by centuries of cultural exchange. To emulate this blend of references and cultures, we've drawn inspiration from traditional regional folk art. Which shows both Byzantine and later Ottoman influences.[/p][p]Early explorations with different styles and colors[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/5f5091d4a4d81cdc85e5dd4d73cb9d2a37e07ce2.png"][/img][/p][p]The Balkan region uses earthy tones, with the main colors being red, black, green and gold, and this is the color palette we landed on for the UI panels.
[/p][p]We felt that using an earthy, almost clay-like reddish tone is a refreshing change from previous skins. We contrast this with a dark grey background for the main UI information, with buttons an olive green shade. Decorative elements such as trims and frames around buttons are much more colorful with accents of blue, orange and off-white. Finally, gold and yellow is used to bring that luxurious, prestigious feel (a key pillar in the UI art style of Victoria 3), which also draws inspiration from Byzantine jewellery and ornaments.
[/p][p]For materials, we combine stone and stained glass in the main elements, while secondary headers use fabric. This blend of disparate materials, hues, and architectural approaches serves to underscore the regional cultural diversity.
[/p][p]The UI Skin combines various styles and materials with a vibrant mix of colors too[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/8359a4724765dcf7605938ee98789f0ce87bdce9.png"][/img][img src="https://clan.akamai.steamstatic.com/images/40579353/12d549f3799c57b415848dabe83afcc551c1b918.png"][/img][/p][p][/p][p]Tabs have an ornate frame inspired by Byzantine jewellery with gemstones. The subheader has a pattern inspired by the fabric patterns found on traditional Balkan clothing.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/867f7cc4c56b2a9431593b088404e84573042076.png"][/img][/p][p][/p][p]The Balkanesque Main HUD[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/fe9d6f221dd1a912e5d8fbca3968621289ceb8f7.png"][/img][/p]
Papermap Skin
[p]For the National Awakening immersion pack, we've significantly expanded on the colored papermap concept we experimented with in Pivot of Empire. Drawing inspiration from 18th and 19th-century Eastern European illustrations, we've crafted a vibrant collage for the papermap. This new design features some key events, characters, crests, heraldry, and "slice of life" scenes specific to the Balkan region, as well as some Austrian influences.[/p][p][/p][p]The largest collage for the paper map with a couple of pretty famous people[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/17e3caaaceeb0d9eedbe1650330d7611c77b9c44.png"][/img][/p][p]Other collages that showcase more of life in the Balkans and/or under the Austrian Empire[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/649caafa690cf63a6799f6babfef172ddc0b0c9e.png"][/img][/p][p]One of the consistent elements that has appeared in all map skins so far. German was chosen as the map language as it was the main language of the Austrian Empire.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/4e2fdfe58987d46818c7fd68820e742aad06ba96.png"][/img][/p][p]And finally,for the landmasses, we included various illustrations to show what resources might be available in the different regions.[/p][p][/p][p]At a glance you can see what resources the USA has[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/c4092a320474dcfea73171d0920aee4ec379d3b1.png"][/img][/p]
Event Illustrations
[p]When coming up with ideas for new event illustrations, we of course look at the theme and content of the immersion pack. However, one of the perhaps less obvious considerations is that we also look at our existing library of event images, and try to identify what might be missing. For example: do we generally lack an event image centered around education? What about a gap in cultural immersion - do we have an image of police that is more Euro-centric?[/p][p]These are some of the things the Narrative team and Art discuss when we look at what we want to do for upcoming event illustrations. Of course, the priority of these images for an Immersion Pack is naturally to draw the player in and immerse them in the region.[/p][p]
Schooling is now well represented[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/481a993b1b9a9fc45a4628a88a29f0a11d39b639.png"][/img][/p][p]Austrian (European) police raid taking place[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/64b2569394adccf0a4dcc0c35e90a7eccf2de98f.png"][/img][/p][p]For National Awakening, we took a lot of reference from the Austrian Empire and its interaction with its’ many subjects. We also tackled the contrast between rural and urban life in the Empire, and the ensuing cultural clashes with these illustrations.[/p][p][/p][p]An officer inspecting a peasant army, showing the juxtaposition between the commoners and the elite[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/3121452e76ec4ad834f310e8a4315efbd28d0f09.jpg"][/img][/p][p]Rural life is not all idyllic[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/558dbc8ee03b912edd43ca57050cb555983b8642.jpg"][/img][/p]
Icons
[p]The new features coming with National Awakening and the free 1.10 Update did not require any new icon styles. But, as usual, when design is involved that doesn’t mean there is no new icon work needed.[/p][p]So, we have some new icons for Character traits, namely ‘Special Character’ traits. These are traits that are unique to any historical characters that appear in the game. As these are quite unique traits, it seemed like a missed opportunity to not make these characters even more special![/p][p]
These traits are unique to the named, historical characters[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/a76ae60d5021946d2d417c0a7ee73e2c50fb8bde.png"][/img][/p][p]The 2D art team have also created new icons for existing features like laws and law variants, new companies and prestige goods, and new achievements. Many of these will be showcased in a future Dev Diary. Stay tuned! (Pelly note: Spoilers Karl!)[/p][p]
And with that, we conclude our look on what the 2D art department has been working on, and we move on to 3D Art: Architecture, table assets, and character art.
[/p]
Some general notes on architecture and direction
[p]When choosing the architectural style direction for this release, we considered whether we should strive towards a Balkan look, or an Austrian look. Even though the narrative content of the DLC largely focuses on Austria, we felt that the Austrian architectural style would be too similar to the pre-existing, base game European buildings, as well as the updated French “Haussman Style” buildings in Voice of the People. [/p][p]Hence, we decided to dig deeper into more specifically Balkan visuals, including many different regional architectural styles, from the Serbian mountain log cabins of Zlatibor, to the rich tier urban residentials in more Konak-inspired buildings.
[/p][p]Concept - Poor tier urban residential[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/4d3056078a4b5e0433715cffae429e971d23c60b.png"][/img][/p][p]Concept - Mid tier urban residential[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/3c36a0c0176e94c769f658f78097ab30df772d21.png"][/img][/p][p]Concept - Rich tier urban residential[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/ac7b45f80d5f8acbb974bc65800ed7aa4c79b60e.png"][/img][/p][p]References - Low tier urban residential[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/3bc66cb5c70cbd2994f0a53870738808fcfb0e3e.png"][/img][img src="https://clan.akamai.steamstatic.com/images/40579353/829482097a8bfd36a34a6446d8cc8ebafa388287.png"][/img][/p][p]References - Mid tier urban residential[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/e97d7214488ac0ab041079722cdfbfad15f5494d.png"][/img][/p][p]Concept and references - Rich tier urban residential[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/0313cf05f2325b6b60d353413cddb128416de1c7.png"][/img][img src="https://clan.akamai.steamstatic.com/images/40579353/6233da3ef83a5a1f2a3a54684c0889fb70e2ad5c.png"][/img][/p]
Urban and vernacular buildings
[p]For the civic buildings, we went with something similar to the Serbo-Byzantine Revival architecture. Playing with a lot of colorful stripe patterns, curved windows, domes and towers. The different tiers of urban residential buildings all are based on their own distinct style, the poor buildings are based on Ottoman Vernacular style, the mid tier are based on National Revival Style and the rich tier are based on Balkan Secession style.[/p][p][/p][p]Balkan City Hub[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/0b330d358d913fd230154908c16d5f38f0c26b2c.png"][/img][/p][p]Balkan Ports[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/996569e81917a86c176f2c4ff0d1a8e5417acfb1.png"][/img][/p][p]We decided to go with two different styles for the rural poor tier buildings, one is inspired by the Serbian mountain log cabins in Zlatibor and the other by Romanian “Bordei” buildings. [/p][p]The rural mid tier buildings were heavily inspired by the town of Elena in northern Bulgaria with its hefty stone walls and house foundations.[/p][p]Finally, the rich tier buildings drew a lot from Byzantine architecture combined with some Konak elements.[/p][p]The other buildings present in the farm used the style of these tiers depending on what we saw fit best, for example, the ranch uses something similar to the poor tier buildings and the vineyard uses the rich tier.[/p][p]
Balkan Farm Hub[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/525e0bc4f4f9ecc3140e21f8a58a27beab403dce.png"][/img][/p][p]Based on the updated Mining and Factory buildings that were gradually introduced in the Voice of the People and Pivot of Empire packs, we have reskinned these buildings, using a simpler texture swap.
[/p][p]This is an approach we’ve taken for some of the buildings where it doesn’t make much sense in giving them a strong cultural identity, since they tend to differ very little from culture to culture - the primary visual driver for these structures tend to be technology and practical solutions, not vernacular materials or cultural customs.
[/p][p]Our goal with these buildings is instead to show the player, in more detail, what is actually being produced in your nation or at a particular site.[/p][p][/p][p]Balkan Mining Hub
[img src="https://clan.akamai.steamstatic.com/images/40579353/4d6f2461a35a63050b0a48b9a0708a880513389d.png"][/img][/p][p]A few of the Balkan Factory Buildings[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/07f91042aa19ac7121687b1bb63c8a8f9f20807b.png"][/img][/p][p]The Balkan Oil Rig[img src="https://clan.akamai.steamstatic.com/images/40579353/07af010320b589484b9c5355067866deeb79ca8d.png"][/img][/p][p]For the Port and Forestry hubs we decided it was time to make quite a big overhaul. We have been lacking when it comes to information shown in the previous Port hubs, and due to the limited amount of buildings being spawned in Forestry hubs, they have really not given the player much information other than “yes, there is a port and/or forestry hub in this region”.
[/p][p]We’ll start with the Port hub.
[/p][p]For some quick context, the Port hubs in Victoria 3 are quite different from other hubs, in that most buildings built in them are spawned as an attachment to the actual Port Hub Centerpiece structure, using a predefined location relative to the Centerpiece itself. This resulted in the following issues and solutions:
[/p]
- [p]They didn’t show the player everything you had built in it; for instance, we didn’t have a visual representation of Whaling Stations or Military Shipyards, and so we have added those.[/p][/*]
- [p]In the late game, your port would generally only have one attached building spawned three times in a row, creating a repetitive, “fork-like” structure. To avoid this, we have given each attachment quite a distinct shape and limited them to only spawn one time each in one hub. [/p][/*]
- [p]This solution caused another issue however, of the player not being able to tell what a port was most proficient at, which we deem is vital information. This was resolved by adding yet another attachment for each building, essentially changing the base of the Port hub Centerpiece depending on what the port is focusing on the most. [/p][/*]
Some examples of the new dynamic, modular port layouts. Spot the half flensed baleen whale![/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/7f186ed4793c5f9676658d8159724d6e670d2da5.png"][/img][/p][p]Moving on to the Forestry Hub.
[/p][p]In order to try and give the player more information through the Forestry Hubs, we decided the most useful approach was to communicate the different Production Methods selected in each Hub. So that is what we have done; similar to the Port Hubs, we spawn and switch out attachments for the Forestry Centerpiece depending on the Production Methods chosen in the following way:
[/p]
- [p]Base Production Method is reflected in the design of the main centerpiece building, from temporary wooden shacks to brick factory structures.[/p][/*]
- [p]Hardwood Production Method decides what type of piles of wood appears: logs or cut planks. [/p][/*]
- [p]Special Equipment Production Method decides what type of equipment is spawned within the centerpiece (FYI: Chainsaws are tiny and may not be visible on low resolution without glasses). [/p][/*]
- [p]Transportation Production Method decides what type of road (or rail) that goes through the Centerpiece. [/p][/*]
[/p][p]Having put in the script and back end work, we intend to give the new Forestry hubs the same treatment we’ve started doing for the Mining and Factory buildings. So in future Building Sets, we will make sure to give them a new coat of paint, helping them fit into the residential buildings - and, hopefully, match the local regional flavour - within that set.[/p][p]
Balkan Forestry Hub showing the different production methods in play[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/d2c24e36e9e6637c1d8db2f81afc067c33f3206d.png"][/img][/p][p][/p][p]Closing on the topic of architecture and map improvements, we have also remade Hagia Sophia from scratch, to make sure it looks on par with the new Balkan Building set.[/p][p][/p][p]Hagia Sophia in its new splendour.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/289ce221df0a954f3289ccf12142a7accc9cf807.png"][/img][/p]
Character Art
[p]As always with immersion packs, we have added a bunch of new clothing assets and historical DNAs fitting the region and historical context.[/p][p]Late Balkan military outfits. Very warm and comfortable.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/f2cc783fb7f3bbfe6af6578f67e2ecd5c9a4d273.png"][/img][/p][p]Austrian military hats. Stylish![/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/dc4c15c1236a850c2ea3211dc158953c2fa5da40.png"][/img][/p][p]Balkan fur hat. Perfect match for that coat in winter.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/6c4d60ff11c0a19974e5911076b8df6c70162406.png"][/img][/p][p]Balkan Hajduk outfits - First image is a WIP screenshot from ZBrush, one of the many applications we go through in the production process.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/4f2d3397ab67ceb843df1dda7869a92e2e2e74a7.png"][/img][img src="https://clan.akamai.steamstatic.com/images/40579353/04f4bed0a851d6cc837187d080b257f9f6f0b827.png"][/img][img src="https://clan.akamai.steamstatic.com/images/40579353/714dd4d270a3b6aeafc8fc743ca43fe2e32ce5b3.png"][/img][/p][p]Some of the historical characters making an appearance; the reference we have worked from, and the baseline DNA plus outfit rendered in engine.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/78454d51149f22155386c9e82e703a0ef7d52640.png"][/img][/p]
Table Assets
[p]We are coming up on my favourite part and perhaps the most ephemeral addition to the immersion pack: the table assets! As usual, we have made four different assets, each striving to represent the Balkan region.[/p][p]There is little to say about the process, other than that they are usually produced by doing some basic modelling in Blender, then brought into ZBrush where we sculpt the finer details, and make sure things look organic and not too digital/perfect. We then texture them in Painter and, finally, bring them back into Blender where we set up suitable lighting, bake down new pre-lit diffuse textures that are then used in-engine.[/p][p]
This process of using pre-rendered lighting is the reason why we can get such realistic looking results for our Table Assets, compared to our characters or the 3D map. Lighting them in real-time using engine lights and shaders would never let us achieve the high quality lighting that we get using this method. We hope you enjoy occasionally looking at them as much as we enjoy making them![/p][p]
Bugbear Flask - A carved coconut to carry your gunpowder in.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/36ece95df9bad62513c9bb1ad1830e3a25b38361.png"][/img][/p][p]Tobacco Pipe - Smoking may be fatal, especially if you do it right next to that gunpowder flask. Same could be said for matches, but it depends on who holds them - who IS that on the matchbox?[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/3cb8b8a810875c5c7aed04383678d03f609b9536.png"][/img][/p][p]Coffee and Lokum, a perfect match. The keen eyed observer may notice that we have added a bit of shader magic here to fake real-time reflections on the coffee surface.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/182e919a26b180c4a94d87d21f2340e38fe042d9.png"][/img][/p][p]Finally, the piece de resistance: Kolbász. Sausage and juicy pickles, a perfect match. The keen eyed observer may notice that you can actually see the dental marks of our senior environment artist on that cornichon.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40579353/e980e6ae7d006b51279bfc641df83f156a385e54.png"][/img][/p][p]And with that stunning display we conclude our tour of the visual elements coming with 1.10 and National Awakening. We hope you have enjoyed this brief look into the life of the struggling artist, and send them a kind thought whenever a visual detail catches your eye while min-maxing tariffs.
[/p][p]Next time we rejoin you in Dev Diary form, will be for the changelog (including Achievements) on the 18th of September. And remember, National Awakening and Update 1.10 release on the 23rd of September![/p][p]
Remember tomorrow, we will also have the GDFIX Day , so join us on Discord and submit yoursmall bugs from 10:00am CEST.[/p]