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Behind the Scenes #5: Citizen Characters

Hi and welcome back to another development diary for Cities: Skylines II! We’ve talked about the people living in your cities before, their wants and needs, and how they affect the simulation, but today we focus on the models themselves, our goals for them, and the process of how they came to be.

From the very start, we had a distinct goal: we wanted a clear and definite upgrade from Cities: Skylines in all aspects. The new Photo Mode camera allows you to get pretty close, so citizens had to have a level of detail to match this. But we also wanted our citizens to have much more variation to create a more inclusive and realistic gaming world. It was essential to us that the characters in Cities: Skylines II represent a broad spectrum of humanity, including different ethnicities and body types.

Achieving this diversity required a flexible and efficient system for creating character models across all the different age groups of the game. It was clear that a tool was needed to combine all those aspects and on top of that a great variety of hair, clothes, and accessories needed to be added. Lastly, it was also a major requirement that animations should work with any type of character model regardless of the body type.

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Real cities are full of diverse people and we wanted Cities: Skylines II to reflect that reality


POPUL8
This is where Popul8 comes into play. We partnered with Didimo, who created the Popul8 character design software that perfectly addresses our design needs: Create a lot of varied characters quickly and easily. We had our own art style for the characters and for this, Didimo created a base mesh to represent that style. With this external tool groups of citizens could easily be created for different seasons, age groups, and jobs, and then these could be imported into the game.

We had a set of early placeholder characters during development, which did not have much variety, so getting the first batch of final characters into the game was quite exciting for us. Suddenly the game came alive with a myriad of people walking the streets, doing yoga in the park, or taking selfies in front of interesting buildings. It brought in both young and old, tall and short, heavy and light citizens of all different ethnicities, bringing realism and diversity to the city. And when they started to choose their clothing according to the temperature, we took another exciting step toward more realistic citizens.

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A sneak peek at how characters are created in Popul8


GROUP OF CHARACTERS
As we wanted a lot of variation in the game, this meant a lot of character models. The game has children, teens, adults, and seniors all of which need to be done separately and set up so that their physical appearance remains the same through all ages. Some might change their hairstyle or gain or lose some weight but in general, they are recognizable throughout their lifetime. When working on new characters, we usually create a group of 100 characters with similar setups at the same time. As an example, let’s say it’s a group of adult people during wintertime.

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100 adults in winter gear in Popul8. Color variations for hair and clothing are not shown as these are set in-game.

HOW IT’S DONE
We have several sliders which control variables for age, tall or short, thin or fat. There are also several sliders for different ethnicities to ensure the characters look just right. As this is a group of adults the age slider is set to about middle with some allowed variance. Other sliders can have full range to give the group a good variety of height, build, and ethnicity. Next, we create sets of winter boots, jackets, trousers, headgear, and accessories from which clothing is randomly picked to form the characters in Popul8. Additionally, we have several versions of hair and tattoos for even more variety.

Once the characters are generated, they are checked to avoid any combinations that look way off. Some weirdness is okay, we want characters to reflect experimenting with different styles, but occasionally some just go a little too far from reality. Once we are happy with the group, it is exported from Popul8 and then imported into the game.

INGAME SETTINGS
The original texture assets are usually a neutral gray to allow for even more variations of color for the clothing, hair, and accessories. Once in the game, artists choose color palettes for the characters. It’s a fine balance between too garish or too dull and we have included both common and rare color choices to represent the variations you find in real life. Some people love a splash of color while others prefer more muted tones, and our character models should represent that.

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Selecting a jacket for the character

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Getting your hair done


CHALLENGES
There were quite a few challenges with the character models for Cities: Skylines II. Some of these challenges were technical and expected, like what is the art style, what are the proper blend shapes, how clothes work when they are layered on top of each other, and how to compress animations. Other challenges were trickier to solve, like how different sizes of characters fit onto motorcycles or retargeting animations for children so they all look correct. Then there was just picking clothing combinations that looked realistic but interesting and not too odd - that was more of a fun challenge and it was great to see all the possibilities of the tools.

Looking to the future, we want to add more variations in character blend shapes, clothing, and pretty much all aspects of character models, so the city has a wider spectrum of citizens. This also includes animations and accessories for disabled characters and much more. While we have many ideas ourselves, we are always eager to hear from you about the kind of citizens you would like to see and which ones grow to become your favorites.

This brings us to the end of this development diary and we hope you enjoyed another peek behind the curtain. We’re back tomorrow with the last of this mini-series, where we cover the Tutorials & Advisor and how they can help you build the city of your dreams.
 
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I do appreciate the time you have put into making these models, I do however feel this could've been left to modders. I think a solid base game that modders can build apon probably should've been a higher priority.
 
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Doubtful, bikes likely were dropped earlier, during development of the simulation. Remember that motorbikes still exist. I doubt that the animations were considered at that point.

I meant the specific issues of having legs moving on a bike. The more detail here on each character and the more height variations of them, surely involves a lot of work to make it look reasonable close up.
 
  • Performance Impacts - How performance-heavy are these models? Can we turn them down to humanesque blobs if we want to boost performance? Or will the game take a page from the Total War games, adjusting the levels of detail depending on how zoomed in you are, or if perhaps upscaling if you're in cinematic mode?
  • Future-Proofing - How future-proofed will these models be? If future updates or mods add in bicycling, skateboarding, rollerblading/skating, etc... will these models be able to readily adapt to those new uses? Or if updates/modders add in additional life progressions (such as young adult) how can these adapt?
  • Editor & Assets - I think I'm reading this as saying that we'll have access to editor tools for both characters, hair, clothing, etc? Right now that image of 100 winter-clad adults shows a lot of repeating hairstyles & jackets... will we be able to create or download more hairstyles, clothes, etc?
  • Emotes & Movements - Do cims have accompanying emotes and movements, and are those definable at all? Like maybe we want a culture where people tend more toward covering their mouths when they laugh, versus an uncovered bellowing laugh. Or maybe we want some variation in fast-walkers versus those who casually take their time.
  • Environmental Effects - Can the built environment affect things? Like if we have a lot of active recreation: people might walk faster. Or if we have a booming textiles industry: people might dress with flashier colors or more expensive clothes?
  • DNA Sharing - I'm a bit confused over the "Ingame Settings" section, which seems to be for creating individual cims? Which if so, that's definitely a feature I'd look forward to. Can we save individual characters DNA (a la CK3) and share those? That could be fun for putting friends into each others' games, or for streamers to put their viewers into games.
  • In-Game Settings - Do we have any control over how cims appear at large? Does the game just give a general melting pot of everyone, skewed slightly toward bland fashion? Or are there presets like "Generic Western", "Generic East Asia", etc? /// Or can we really dive in to define ranges & variability for things so that we could have a punk caricature of Berlin full of mohawks and black leather, or recreate Miami with colorful swimsuits & collared beach shirts, or a DC-esque city overwhelmingly consisting of suits, or an immitation Lagos with white business attire mixed with colorful dashiki & dresses, or or a Tokyo-inspired mix of salaryfolk & highly eclectic hairstyles & fashions?
  • Conditions - Do conditions affecting cims have any impact on their appearance, such as if they're sick or homeless? Are there hairstyles, clothing, other assets, emotes, movement styles, etc. that can vary depending on conditions?
  • Work Clothes - Are there clothes defined for different jobs, and the people working those jobs will dress accordingly? Imagining suits or office casual for office workers, more casual-casual for retail, blue collar for industry, varying uniforms for gov services, etc. Or will each cim have a "work clothes" palette that might not reflect what their job actually is, and we'll have people in suits fighting fires or working factory floors?
  • Kids - Are kids totally randomly generated, or do they pull traits from each parent?
  • Actors - (per a previous Dev Diary) In Cinematic Mode can we direct a specific person to do a specific thing? Like they'll sit on a bench in a park, or turn the corner and bump into friends, or an action sequence of someone running toward a roof's ledge with police in pursuit, etc.
  • Individual Preferences - (per a previous Dev Diary) I've seen a few references to individual citizens' preferences. How will these work? Are they stamps like "Industrious" or "Lazy" that someone might have, or does every person have some variability across multiple factors... like maybe everyone has some 0-to-100 score on "Work Ethic" and "Education Desire" and "Luxury Preferences", etc? (I'd love if we could have highly digital seniors that still dive into electronics purchases, or luddites perfectly happy without internet & perhaps even without power) And how are these preferences assigned... are they random, or inherited from parents, or affected by environment, or a mixture of these?
So basically what you'd like is a clothing simulation game. o_O
 
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Hello everyone, I think I'm going to do without this game, unfortunately. I have an "-I3 12100 and an AMD 7600-". In fact we are looking to build a city with happy inhabitants, and for it to grow as best as possible, but switching to a machine with I7 12600K and RTX 3080 has a price that would make my banker want to commit suicide or murder. . and all this to see that Mrs or Mr Y... has blue eyes, white teeth and a DIOR sweater... and still not sure that it works, I prefer to wait
 
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So basically we get a slideshow-like performance but instead of framerate we can see the finger nails of the citizens in our city while firefighters animations, police officers animations and so on are missing, there is no-one in a stadium and the high-res models look like the worst models you could find in any 3d database.

This is a very bad choice, in level of detail and character design.

My tip for now: Replace them with low poly models that also look less creepy.

And on the long term the one who decided to use Unity Engine instead of Unreal Engine should really just learn about the differences between these engines. As a developer myself who worked with Unity and Unreal I can confirm that Unreal is a way better choice for this kind of game when it comes to graphics and performance. Unreals Nanite gives you auto-LODs so you can basically focus on the highest quality without having any performance issues. Not even talking about the overall looks of the game and ambient lights.
 
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But on other side UE may have problems in such type of game I think, anyway it is literally to develope fully new game with this one is already launched too early/false advertizing.
 
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When I think about how the first Cities Skylines was a deep logistics simulator with massive potential for split supply lines, mega dense populations, harmonious DLC deployment, and countless scenarios of discovery and in-game invention, even on PS4, I look at these new developments with a substantial amount of disdain.

Will Cities Skylines II un-modded live up to the potential contained in the un-modded city projects below? Will we be able to fly crops across the map to make lemonade, or are we just getting lemons?


 
I don't know the people behind this Popul8 tool, but the marketing guy deserves a raise. How they sold you on this is mind-boggling. Your "early cims" from development were night and day better.
 
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It seems removing rendering of the cims in DevUI allows for a 100% increase in performance/fps. You stated that the cim models and their optimization are not issues?
 

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Remove teeth, tongues and whatever they have maybe modeled additional … i am sure everyone will be fine if they don’t smile with there teeth or even know they actually can’t eat … if they have guts please remove that as well … and people remove there toes …. i am willing to let go models in flip flops … we don’t need that …. please for the love of god make these ok looking but optimise them for this game and not for games like HL !
 
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after mods platform release surely a mod will appear, and it gonna allow to replace game meshes by the ID directly. So the all bloated assets (literally that) will be fixed by the community.
 
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