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CK3 Dev Diary #84 - Building a Court - A Tale of Code and Art

CK3 Dev Diary #84 - Building a Court - A Tale of Code and Art.​

Hello and welcome to Dev Diary #84, I’m @Carlberg , the 3D environment lead artist and today we will be having a closer look at the development of the Royal Court rooms. This is a feature that we’ve been working hard on and it represents a great new step in bringing this historical era to life. Big thanks to @Alien-47 (code), Stella (3D environment art) and Linus (tech art) who's perspectives they've written down for this Dev diary, drawn from their experiences from both code and art in the making of this feature.

Heads up! - A lot of the pictures in this post will be of old prototypes and iterations intermixed later with more recent images towards the end. So no need to worry about issues you may spot in the older images.​

A new visual feature​

With the new 3D character systems implemented in CK3 we wanted to show the characters of the middle ages in a whole new dynamic way. So as we started laying down the foundations of the Royal Court we also wanted to bring the very courts to life and find continued use for these 3D characters. This new feature was a major step in that direction.

The inspiration for the feature was partly scenes that hearken back to throne rooms seen in games of old where we wish they had been livelier, with more interaction and chances for us to impact the people and objects in them. We drew upon these concepts and ideas of our own to weave together a visualization of the courts hosted by the most prominent royal titles.​



The Prototyping​

At the beginning of the court development we knew that we were in for a challenge to stake out a new visual workflow within the engine that previously had not had any instances of contained 3D scenes and shared lighting systems within it. So we decided that to start off we needed a working prototype - laying a foundation and gradually adding more and more graphical features and complexity. Moving forward only when we’re sure the previous step succeeded.

A natural starting point of exploration were the characters. We could already show beautiful animated portraits and the courtroom had to be able to show the same people so players could easily recognize their appearance. Could we reuse the same system that assembles characters - show appropriate body, apply transformation to show age, height, weight, apply the same clothing, hair, set the same animation? First step - success. The people in the courtroom look exactly the same as in portraits.

Next step, is it possible to show many people at the same time in the same scene? This is quite different from portraits in the interface and events - those always have 1 person per image, even if the UI tries to combine them nicely together. With some optimization the room could now handle about 20 random characters, and even some objects. So the scene finally resembles a courtroom. Although a bit dark.​

many-people.png

The scene could now show several people and items in the prototype

But what can we do with lights? The ambition for the court scene and requirement for lighting is much higher and more advanced than for regular portraits. We needed more simultaneous light sources. At the same time shadows naturally become much more complicated as well. People and objects can interfere with lights and it needs to be visible. Another issue was making sure characters and objects apply the lighting and shadows in the same way, so it’s easier for artists to manipulate the scene and develop the assets. After a bit of time and several iterations we had upgraded and made many improvements to the lighting system.​

working-lights.png

Lights and shadows in a shared scene — Proof that multiple lights work and blend as intended, if a bit rough still.

It was roughly at this time we felt we had confidence that the goal was within reach, and all technology was working as we intended. It was also clear that we could afford the desired complexity of the scene from a performance point of view. After all, players should have an enjoyable experience both on the map and in the court. We had built an understanding of how many people the scene could handle efficiently, how many light sources, and how many shadows we could allow (this is one of the most expensive parts).

And so the prototype has been integrated as a proper feature of the game.

looking-good.png

Scene with better lighting, assets, materials, people positions

From this point on work on the court room continued with multiple people from different disciplines working very closely together. More and more features waited to be implemented, so you can now see the beautiful results of all this effort.



Concept art and vision​

Being worked alongside the prototype was the vision we had for the Royal Court-rooms. We began by looking at the four main cultural areas we would be covering in the expansion. The west European, Mediterranean, Middle-eastern and Indian courts. We wanted each of these areas to be distinct, having their own visual style through architecture and lighting so to give their own unique feeling.

mediterranean_front_wall_concept.jpg
western_front_wall_concept1.jpg

front_walls_concept_mena.jpg
indian_front_walls_concept.jpg

Concepts of the different walls aesthetics of the courts, Mediterranean, Western, Middle-East/North Africa and India.

The west European court draws much of its inspiration from courtly interiors of England, Germany, France and neighboring areas. Darker rooms lit by fiery hearths, candles and chandeliers. In the Mediterranean more inspiration comes from the Byzantine courts and those found in Italy and other heirs of Rome. The rooms hint back at this grander past with larger roofs, domes and columns supporting the walls and arches.

In the Middle-eastern courts we have a wider spread geographically, as these courts draw inspiration and cues from the courts all the way from Arabia to the architecture of Andalusia. In India we encountered an interesting split, as influences in architecture were pushing in from the west while there were still distinctly Indian courts. This was one of the reasons behind adding more court variants so that we could cover more of these visual flairs.

indian_side_walls_concept07.jpg
indian_side_walls_concept08.jpg
indian_side_walls_concept09.jpg

Style variation exploration, more on those further down in the Dev Diary.

Each scene was broken down into components like walls, roofs, floors and key assets like thrones, chandeliers and fireplaces. While these were being designed from a plethora of references gathered from each culture we also created variants in the concepts. This was done both as exploration but also to add variance to the courts so that they don't all look the same all the time. You will most likely have seen some variants of these when we’ve shared screenshots in past dev-diaries.

1638205284220.png

Different courts, different architectural styles, different lighting setups.

But the concept art phase did not end after the initial stages however, because once the scenes were being put together we returned to the concepts to try out the different lighting setups to help in the lighting of the rooms, giving our artists more ideas of where to focus the light and accentuate the scene further. Since the lighting system was being built alongside this in the prototype, the concept art took inspiration from contemporary game engines to help guide the prototyping, and not just the visual development.



A room takes shape​

When starting the modeling of the actual assets for the throne rooms there were several constraints to keep in mind. We had decided to go with a modular workflow so we could easily swap out wall-types and materials, so the dimensions would have to be consistent and work with the plans and concepts we had decided to pursue. We were also making several visual variants for each culture, which meant that we had to try and keep the details of the walls and materials equally interesting for each different type.

Another big limitation was the fact that we had never before made a scene within our engine like this, so that meant that there were a lot of uncertainties when it came to how much we could push the graphics and where the limits were. Since we were also going to have the artifact system we had to make sure we left enough room for the artifacts and banners without having the environment taking too much attention. This became a trial and error phase to find a good baseline for each throne room.

placement.png

Early blocking out of the different artifact and furniture slots to be able to see where in the environments we had to make space.

To create variation we made sure to have the materials contrast with each other while still fitting together aesthetically so no culture would have throne rooms that all felt exactly the same. This along with changing some architectonic aspects helped the scenes be more distinct. We also worked on adding variation to the grandeur levels, here we wanted the difference to show in the cleanliness and brightness of the environment textures, as well as in the richness of detail in the geometry and amount of decorative props. (Visual examples of this are shown in the final chapter)

materials.png
materials2.png

Making sure the different materials work together to create a cohesive feeling for each culture, but still looking different from each other. Example images taken from the MENA culture throne rooms.



Lighting and FX​

A lot of our visual tech usually involves considerations for a top-down map, and since we didn’t have much need for full scale 3D room rendering & lighting in the past, we had to do a lot of rethinking to get this to work - we went from previously having 4 lights, moving up to 20 total light sources and expanding the light types available with new ones like area lights - adding sphere & disc area lights. This helps illuminate areas such as room filling bouncing light (seen to great effect in Mediterranean courts) and helps us with light coming in from the windows and other openings.

lighting.png

A cozily lit interior.

Another technique we used was animated lights. They move a little, flicker in intensity - very useful for making the fireplace feel like it’s actually on fire and heating up the room a bit. To sell the atmospheric feeling in the room, we added some transparent particles with a little light fade on the sides of the windows and other select places. Even though it isn’t adding to the “real” light of the room, it helps give it that last piece of convincing magic touch. We also used particle systems for effects like the fireplace, candles and torches.

The concept art helped us find the vision of what we wanted to do. Starting with just the room geometries, we used the color hues and general light level from the concepts to create a lit space that felt cohesive, which we then could tweak and modify until they felt comfortable to look at.



Technical hurdles & Bloopers​

One of the hurdles throughout the development of the court scene were tools - a means for developers to manipulate the scene contents more efficiently - edit objects, characters, lights, change their positions, add or remove to have a toolset that allows more quick iteration and direct interaction. It took time to develop a solution that made this part of work less tiresome. One of the downsides of not having readily available tools - you have to do those yourself, and sometimes reinvent a wheel multiple times. But we’re lucky to have an internal tools team that came to rescue us, and it improved the processes immensely.

We had plenty of funny bugs over the court of development, resolved by now of course.

not-a-clan.png

It's not a cult! — Sometimes visual bugs can be quite fun

bighead_bug.png

Baby Bighead bug.

nohead_court_bug.png

They say you shouldn't lose your head in court, but this is ridiculous



Finished courts and courtly variation​

With a working feature, concepts drawn and all the parts built we got to compositing together the scenes. There were a lot of iterative steps working on the textures, lighting and positioning to get all pieces to look their best. The environment team has made a set of three different variations of each cultural court type that each has their own architectural and/or decorative flair and visuals, the scenes differ more in geometry and configuration or the construction materials used. So there may be more windows and ample light, or a fireplace castings its warm light into your court.

western_1.png
western_2.png
western_3.png

The western European inspired courts, with stone and plastered walls.

medi_1.png
medi_2.png
medi_3.png

The Mediterranean courts, drawing inspiration from the Roman past as well as the melding of surrounding cultures.

mena_1.png
mena_2.png
mena_3.png

The Middle Eastern courts, drawn on from architecture found in Arabia to Al-Andalus.

indian_1.png
indian_2.png
indian_3.png

The courts of India, greatly varying interiors.

Grandeur variants was a further change we added later in the development cycle, which helps give a little extra flavor to the progress of your court's grandeur. Lower court grandeur has less fancy details and furniture extras in the court than the higher level which sports more of them. The surfaces of the room have also been made to look more worn and less taken care of at a lower grandeur level, compared to the high grandeur which look their grandest.

Grandeur_low.png

The Pomeranian kings court has seen better days, its painted plastered walls worn and peeling, the floor tiling tired, scraped and just slightly dirty.
Little decorations or extra furniture have been afforded the kings halls.


Grandeur_high.png

After much investment in upping the level of grandeur, the court's floors are fresh and polished, extra candles and seats added to the court, and a long finely woven rug lines the path up to the throne.



Wrapping up​

And with that we’ve come the full way from inception all the way to the finished scenes. We’ve been continuously tweaking and polishing stuff like camera angles, lighting and textures, and we do hope this is a great foundation for a feature that we can grow over time.

So a big thanks from the court and environment team for checking into this Dev Diary, which will be the last one of the year, but fret not! We will still be bringing you weekly teasers all the way through December to the start of next year.
These teasers will be smaller in scale and focus on some minor features and things we still want to show off, so keep your eyes out for it next week.
 
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By that argument, Carcassonne shouldn't have the same architecture as Byzanople :)
 
By that argument, Carcassonne shouldn't have the same architecture as Byzanople :)
Same with Santiago de Compostela and Inverness, or Krakow and Iceland.
 
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Now that cultures are being greatly reworked and not everyone in the same culture group needs to have the same everything, would it be possible to add more asthetics/architectures to the game? Right now we have cities in Scotland looking identical to those in Romania and it feels off.


View attachment 784511
Good idea, Though I'd probably shift Poland to Eastern. I'll admit I have not been there, but as far as I can tell, Northern-Style Buildings only exist in the north and were built later by the Teutonic Order. Any Poles here feel free to correct me if I am wrong.

You could also reduce Mediterranean to only include Aragon from Spain and Occitania to join the Continental style, even if it may have certain Mediterranean characteristics. The most obvious issue with this, as pointed out by others above, is that most of these places had many different styles of architecture within them.
 
Good idea, Though I'd probably shift Poland to Eastern. I'll admit I have not been there, but as far as I can tell, Northern-Style Buildings only exist in the north and were built later by the Teutonic Order. Any Poles here feel free to correct me if I am wrong.
For "Northern" i used the BrickGothic_brick_Europe_conical_map.pngGothic style, which is found in Poland, however, like you mentioned indeed this is mostly in the north and west, and built mostly by the teutonic order, so you certainly have a point there.

You could also reduce Mediterranean to only include Aragon from Spain and Occitania to join the Continental style, even if it may have certain Mediterranean characteristics. The most obvious issue with this, as pointed out by others above, is that most of these places had many different styles of architecture within them.
Aragonese and Catalan should share the same style as Occitania.
Castile should also have a Medditerranean style (Leonese too, the only reason why i included Asturleonese with Atlantic was because of Asturias).

Architecture is heavily impacted by the soil type, even more so than by cultural trends.
As you can see in this map of the Stone-types in Europe:
The-FAU-PAR-MAT-COM-European-geological-map-from-Mueller-et-al-2018.png

In Orange, you can find light coloured rocks such as limestone (white) and sandstone (light orange and yellow).
In Red you can find dark-coloured rocks such as granite (A mix of silvery, brown and black pigments) and xist (Greyish dark brown).
In Green you can find loose sediments such as clay and gravel, which are poor for construction, so these areas usually built with clay or wood instead.
The Asturleonese culture is pretty much divided with the Asturian part having vulcanic rocks like Galician, and the Leonese part having sedimentary rocks like Castilian.

If it's not asking too much i would also split Mediterranean into 2 different sets:

Eastern/Orthodox Mediterranean (Byzantine, Bulgarian, maybe South Italian) monemvasia-s76438069-e1349823711142.jpg

And Western/Catholic Mediterranean (Italian, Occitan, East-Iberian)istockphoto-157588814-1024x1024.jpg
 
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By that argument, Carcassonne shouldn't have the same architecture as Byzanople :)
Same with Santiago de Compostela and Inverness, or Krakow and Iceland.
Well, we could go around picking outliers all day long, its not like every culture only built every town, castle and temple to look exactly the same.
At least the pictures i chose in my sketch fit as a normal type of structures you can find everywhere in Ocitania/Greece, Scotland/Galicia and Krakow.
(Iceland will always look silly no matter what)
The same cannot be said for how Compostela, Carcassonne, Krakow and Iceland look like right now.

Ideally we would have +20 different styles, and a more granular distribution in a per-barony basis.
I'm trying to be reasonable to the artists and content designers here.
 
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Now that cultures are being greatly reworked and not everyone in the same culture group needs to have the same everything, would it be possible to add more asthetics/architectures to the game? Right now we have cities in Scotland looking identical to those in Romania and it feels off.


View attachment 784511
They're less than two months away from release with a large part of that time spent with them being on vacation why are y'all trying to further subdivide the court styles knowing good and well there's no way they could complete them right now?
 
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They're less than two months away from release with a large part of that time spent with them being on vacation why are y'all trying to further subdivide the court styles knowing good and well there's no way they could complete them right now?
Just food for later thought, i have no expectations for any new styles to be added at the current stage of this DLC development.

The only reason why I posted this here and not into it's own dedicated thread was because originally i was only going to argue for Westernmost kingdom of Europe, who isn't even touching the mediterranean to have the Western court graphics insted of the Mediterranean ones, in the following image (View attachment Castelos.png) you may notice the complete absence of any tiles (they were only introduced in Iberian architecture in the 15th century, starting in Seville), no corinthian colums, few large windows, few painted walls and few stone celings , and instead an abundance of stoned walls, small, narrow windows and wood ceilings. I included a castle for every single county to avoid accusations of cherrypicking.


But then one thing led to another and i decided to rant on the whole architecture issue altogether.
 
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Now you are egregiously trying to worm out of the situation instead of accepting criticism with good grace, and that's just irritating. For illustration, here:


So, let's just look at the post I was responding to, shall we?


So, which of the four that you explicitly called "primitive" there was I suppose to be not assuming you were calling "primitive"?


Check out the actual technologies of the time period we are talking about. The arabs, turks, persians and berbers had the most sophisticated ceramics for almost all of the medieval period. Medieval Islamic plates and tiles were (and still are) absolutely stunning. Take a look at West African clothwork; it was used as currency in the region and was the start of a tradition that has lasted until the present day. Look at Scythian metalworking and leatherwork (what little survives). Have you ever seen a 'viking' (early medieval Scandinavian) pattern-welded sword? Both original swords, generally in corroded condition, and stunning reproductions are available in museums and private collections. If we were talking about later periods, you might begin to have a point - but in the early medieval period your assertions/assumptions are just plain wrong.


Yes, I absolutely do think they should be represented - that was why I actually liked your original post! The post was a good suggestion, but flawed by a misapprehension that you have made far worse than it originally was by doubling down on your errors for no discernible reason, as far as I can see. Note, however, that doing those courts justice will take a lot of work by the artists involved. I think they would absolutely make a good job of it, but not in time for this particular release! It will take time.
Well your answer proves you have either not read well my answers or done superficially! Infact I included major civilizations like muslim ones of Al Andalus up to China and there is factual historical evidence that those civilizations where far more advanced both technologically and culturally! This doesnt mean as you and some others assumed that I stated the other cultures like viking or the subsaharian or steppe ones where inferiors stupid or inept ! It just means that they where lagging behind in technology and culture evolution richness and finess.
That they could make nice ornamebts or nuce clothes doesn't mean they could be on par with the most sofisticated of the time.

There is a reason why Vikings were so admiring Byzanthium as was so advanced in technology and culture refined much more then their own society.
Non admitting this is in my point if view is just personal bias and disagreeing with my posts won't make what I stated less true.
That said you are all free to believe in marvel's vision of the Norse in 700 Ad if that's whats liked the most.

With this I am out of that offtopic discussion just hoping to see also minor cultures and less technologically advanced thronerooms like tents and huts.
 
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Just food for later thought, i have no expectations for any new styles to be added at the current stage of this DLC development.

The only reason why I posted this here and not into it's own dedicated thread was because originally i was only going to argue for Westernmost kingdom of Europe, who isn't even touching the mediterranean to have the Western court graphics insted of the Mediterranean ones, in the following image (View attachment 784743) you may notice the complete absence of any tiles (they were only introduced in Iberian architecture in the 15th century, starting in Seville), no corinthian colums, few large windows, few painted walls and few stone celings , and instead an abundance of stoned walls, small, narrow windows and wood ceilings. I included a castle for every single county to avoid accusations of cherrypicking.


But then one thing led to another and i decided to rant on the whole architecture issue altogether.
Oh okay I thought y'all were offering serious suggestions y'all wanted added to Royal Court and not later. Adding it to this dlc would be unrealistic, but it would be nice to see more variety as the game develops. I get the feeling that's something they would continue to tweak and improve.
 
Good idea, Though I'd probably shift Poland to Eastern. I'll admit I have not been there, but as far as I can tell, Northern-Style Buildings only exist in the north and were built later by the Teutonic Order. Any Poles here feel free to correct me if I am wrong
It depends on the time period. Let's take the Wawel castle where Polish kings were seated—in the 1000s it looked like this:
5ebecbb072270_o_medium.jpg


And in the 1400s-1500s like this (not counting some roof parts which are younger):
Wawel_Krakow_8998745.jpg


The same architects who designed Teutonic castles were eventually hired by Polish kings and noblemen to design manors across the whole country. Red brick gothic was really popular for a while until the Renaissance and the Baroque brought new ideas and most castles were refitted to accommodate new styles.
 
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CK3 Dev Diary #84 - Building a Court - A Tale of Code and Art.​

Hello and welcome to Dev Diary #84, I’m @Carlberg , the 3D environment lead artist and today we will be having a closer look at the development of the Royal Court rooms. This is a feature that we’ve been working hard on and it represents a great new step in bringing this historical era to life. Big thanks to @Alien-47 (code), Stella (3D environment art) and Linus (tech art) who's perspectives they've written down for this Dev diary, drawn from their experiences from both code and art in the making of this feature.

Heads up! - A lot of the pictures in this post will be of old prototypes and iterations intermixed later with more recent images towards the end. So no need to worry about issues you may spot in the older images.​

A new visual feature​

With the new 3D character systems implemented in CK3 we wanted to show the characters of the middle ages in a whole new dynamic way. So as we started laying down the foundations of the Royal Court we also wanted to bring the very courts to life and find continued use for these 3D characters. This new feature was a major step in that direction.

The inspiration for the feature was partly scenes that hearken back to throne rooms seen in games of old where we wish they had been livelier, with more interaction and chances for us to impact the people and objects in them. We drew upon these concepts and ideas of our own to weave together a visualization of the courts hosted by the most prominent royal titles.​



The Prototyping​

At the beginning of the court development we knew that we were in for a challenge to stake out a new visual workflow within the engine that previously had not had any instances of contained 3D scenes and shared lighting systems within it. So we decided that to start off we needed a working prototype - laying a foundation and gradually adding more and more graphical features and complexity. Moving forward only when we’re sure the previous step succeeded.

A natural starting point of exploration were the characters. We could already show beautiful animated portraits and the courtroom had to be able to show the same people so players could easily recognize their appearance. Could we reuse the same system that assembles characters - show appropriate body, apply transformation to show age, height, weight, apply the same clothing, hair, set the same animation? First step - success. The people in the courtroom look exactly the same as in portraits.

Next step, is it possible to show many people at the same time in the same scene? This is quite different from portraits in the interface and events - those always have 1 person per image, even if the UI tries to combine them nicely together. With some optimization the room could now handle about 20 random characters, and even some objects. So the scene finally resembles a courtroom. Although a bit dark.​

View attachment 780625
The scene could now show several people and items in the prototype

But what can we do with lights? The ambition for the court scene and requirement for lighting is much higher and more advanced than for regular portraits. We needed more simultaneous light sources. At the same time shadows naturally become much more complicated as well. People and objects can interfere with lights and it needs to be visible. Another issue was making sure characters and objects apply the lighting and shadows in the same way, so it’s easier for artists to manipulate the scene and develop the assets. After a bit of time and several iterations we had upgraded and made many improvements to the lighting system.​

View attachment 780624
Lights and shadows in a shared scene — Proof that multiple lights work and blend as intended, if a bit rough still.

It was roughly at this time we felt we had confidence that the goal was within reach, and all technology was working as we intended. It was also clear that we could afford the desired complexity of the scene from a performance point of view. After all, players should have an enjoyable experience both on the map and in the court. We had built an understanding of how many people the scene could handle efficiently, how many light sources, and how many shadows we could allow (this is one of the most expensive parts).

And so the prototype has been integrated as a proper feature of the game.

View attachment 780622
Scene with better lighting, assets, materials, people positions

From this point on work on the court room continued with multiple people from different disciplines working very closely together. More and more features waited to be implemented, so you can now see the beautiful results of all this effort.



Concept art and vision​

Being worked alongside the prototype was the vision we had for the Royal Court-rooms. We began by looking at the four main cultural areas we would be covering in the expansion. The west European, Mediterranean, Middle-eastern and Indian courts. We wanted each of these areas to be distinct, having their own visual style through architecture and lighting so to give their own unique feeling.

View attachment 780616View attachment 780615
View attachment 780617View attachment 780618
Concepts of the different walls aesthetics of the courts, Mediterranean, Western, Middle-East/North Africa and India.

The west European court draws much of its inspiration from courtly interiors of England, Germany, France and neighboring areas. Darker rooms lit by fiery hearths, candles and chandeliers. In the Mediterranean more inspiration comes from the Byzantine courts and those found in Italy and other heirs of Rome. The rooms hint back at this grander past with larger roofs, domes and columns supporting the walls and arches.

In the Middle-eastern courts we have a wider spread geographically, as these courts draw inspiration and cues from the courts all the way from Arabia to the architecture of Andalusia. In India we encountered an interesting split, as influences in architecture were pushing in from the west while there were still distinctly Indian courts. This was one of the reasons behind adding more court variants so that we could cover more of these visual flairs.

View attachment 780708View attachment 780709View attachment 780710
Style variation exploration, more on those further down in the Dev Diary.

Each scene was broken down into components like walls, roofs, floors and key assets like thrones, chandeliers and fireplaces. While these were being designed from a plethora of references gathered from each culture we also created variants in the concepts. This was done both as exploration but also to add variance to the courts so that they don't all look the same all the time. You will most likely have seen some variants of these when we’ve shared screenshots in past dev-diaries.

Different courts, different architectural styles, different lighting setups.

But the concept art phase did not end after the initial stages however, because once the scenes were being put together we returned to the concepts to try out the different lighting setups to help in the lighting of the rooms, giving our artists more ideas of where to focus the light and accentuate the scene further. Since the lighting system was being built alongside this in the prototype, the concept art took inspiration from contemporary game engines to help guide the prototyping, and not just the visual development.



A room takes shape​

When starting the modeling of the actual assets for the throne rooms there were several constraints to keep in mind. We had decided to go with a modular workflow so we could easily swap out wall-types and materials, so the dimensions would have to be consistent and work with the plans and concepts we had decided to pursue. We were also making several visual variants for each culture, which meant that we had to try and keep the details of the walls and materials equally interesting for each different type.

Another big limitation was the fact that we had never before made a scene within our engine like this, so that meant that there were a lot of uncertainties when it came to how much we could push the graphics and where the limits were. Since we were also going to have the artifact system we had to make sure we left enough room for the artifacts and banners without having the environment taking too much attention. This became a trial and error phase to find a good baseline for each throne room.

View attachment 780628
Early blocking out of the different artifact and furniture slots to be able to see where in the environments we had to make space.

To create variation we made sure to have the materials contrast with each other while still fitting together aesthetically so no culture would have throne rooms that all felt exactly the same. This along with changing some architectonic aspects helped the scenes be more distinct. We also worked on adding variation to the grandeur levels, here we wanted the difference to show in the cleanliness and brightness of the environment textures, as well as in the richness of detail in the geometry and amount of decorative props. (Visual examples of this are shown in the final chapter)

View attachment 780726 View attachment 780631
Making sure the different materials work together to create a cohesive feeling for each culture, but still looking different from each other. Example images taken from the MENA culture throne rooms.



Lighting and FX​

A lot of our visual tech usually involves considerations for a top-down map, and since we didn’t have much need for full scale 3D room rendering & lighting in the past, we had to do a lot of rethinking to get this to work - we went from previously having 4 lights, moving up to 20 total light sources and expanding the light types available with new ones like area lights - adding sphere & disc area lights. This helps illuminate areas such as room filling bouncing light (seen to great effect in Mediterranean courts) and helps us with light coming in from the windows and other openings.

View attachment 780682
A cozily lit interior.

Another technique we used was animated lights. They move a little, flicker in intensity - very useful for making the fireplace feel like it’s actually on fire and heating up the room a bit. To sell the atmospheric feeling in the room, we added some transparent particles with a little light fade on the sides of the windows and other select places. Even though it isn’t adding to the “real” light of the room, it helps give it that last piece of convincing magic touch. We also used particle systems for effects like the fireplace, candles and torches.

The concept art helped us find the vision of what we wanted to do. Starting with just the room geometries, we used the color hues and general light level from the concepts to create a lit space that felt cohesive, which we then could tweak and modify until they felt comfortable to look at.



Technical hurdles & Bloopers​

One of the hurdles throughout the development of the court scene were tools - a means for developers to manipulate the scene contents more efficiently - edit objects, characters, lights, change their positions, add or remove to have a toolset that allows more quick iteration and direct interaction. It took time to develop a solution that made this part of work less tiresome. One of the downsides of not having readily available tools - you have to do those yourself, and sometimes reinvent a wheel multiple times. But we’re lucky to have an internal tools team that came to rescue us, and it improved the processes immensely.

We had plenty of funny bugs over the court of development, resolved by now of course.

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It's not a cult! — Sometimes visual bugs can be quite fun

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Baby Bighead bug.

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They say you shouldn't lose your head in court, but this is ridiculous



Finished courts and courtly variation​

With a working feature, concepts drawn and all the parts built we got to compositing together the scenes. There were a lot of iterative steps working on the textures, lighting and positioning to get all pieces to look their best. The environment team has made a set of three different variations of each cultural court type that each has their own architectural and/or decorative flair and visuals, the scenes differ more in geometry and configuration or the construction materials used. So there may be more windows and ample light, or a fireplace castings its warm light into your court.

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The western European inspired courts, with stone and plastered walls.

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The Mediterranean courts, drawing inspiration from the Roman past as well as the melding of surrounding cultures.

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The Middle Eastern courts, drawn on from architecture found in Arabia to Al-Andalus.

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The courts of India, greatly varying interiors.

Grandeur variants was a further change we added later in the development cycle, which helps give a little extra flavor to the progress of your court's grandeur. Lower court grandeur has less fancy details and furniture extras in the court than the higher level which sports more of them. The surfaces of the room have also been made to look more worn and less taken care of at a lower grandeur level, compared to the high grandeur which look their grandest.

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The Pomeranian kings court has seen better days, its painted plastered walls worn and peeling, the floor tiling tired, scraped and just slightly dirty.
Little decorations or extra furniture have been afforded the kings halls.


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After much investment in upping the level of grandeur, the court's floors are fresh and polished, extra candles and seats added to the court, and a long finely woven rug lines the path up to the throne.



Wrapping up​

And with that we’ve come the full way from inception all the way to the finished scenes. We’ve been continuously tweaking and polishing stuff like camera angles, lighting and textures, and we do hope this is a great foundation for a feature that we can grow over time.

So a big thanks from the court and environment team for checking into this Dev Diary, which will be the last one of the year, but fret not! We will still be bringing you weekly teasers all the way through December to the start of next year.
These teasers will be smaller in scale and focus on some minor features and things we still want to show off, so keep your eyes out for it next week.
Will there be a African court style below the Sahara or will the Arabic court be given to us?
 
Will there be a African court style below the Sahara or will the Arabic court be given to us?
The court styles for the initial release of the DLC are Western, Mediterranean, Middle Eastern, and Indian.
 
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Now that cultures are being greatly reworked and not everyone in the same culture group needs to have the same everything, would it be possible to add more asthetics/architectures to the game? Right now we have cities in Scotland looking identical to those in Romania and it feels off.


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Notice how both continental and northern have the same timber framed building style showing up on the bottom row?

"Atlantic" should have that as well, since it's a common style of the period, and through into Tudor times throughout England.

The Château de Roquetaillade is in what you consider Atlantic style, despite being in the mediterranean area.

Historic English churches include examples of Atlantic, Continental, and Northern Styles, depending largely on the age and cultural history of the area. As an example, the cathedral in my home city would appear to be in "Continental" style, because it was built back in Norman times and then added onto over the centuries. The churches in some of the parishes where I grew up though are more in keeping with "Atlantic", because they're Saxon in origin.

And I'm *fairly* sure those examples are built at wildly different times, with different levels of technology, and even different aims in mind, especially with the castles.
 
English is not my language I always thought backward meant lagging behind in technology , didn't know it was offensive.
fair enough. it kind of has the same connotations as 'retarded' which is a word i really hate
 
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English is not my language I always thought backward meant lagging behind in technology , didn't know it was offensive.
Well, the word can give vibes of "not-intelligent", which is obviously offensive (especially when applied to whole groups of people), but my original point was that the people in these regions were not lagging behind technologically in the time period we are discussing (early-to-mid medieval in northern europe). Bear in mind that most northern europeans at the time were peasant agriculturalists or fisherfolk/hunters/herders living in either mud huts or log cabins (they were actually fairly comfortable, but a modern person seeing them would call them exactly this). They had wrought but not cast ironwork, crude steel and woven and fulled cloth with local dyes. This applied more-or-less everywhere on the CK map, with a few localised 'hot spots' for specific technologies, up to 1200 or so.
 
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fair enough. it kind of has the same connotations as 'retarded' which is a word i really hate

Ok then my bad I used a wrong word.

Well, the word can give vibes of "not-intelligent", which is obviously offensive (especially when applied to whole groups of people), but my original point was that the people in these regions were not lagging behind technologically in the time period we are discussing (early-to-mid medieval in northern europe). Bear in mind that most northern europeans at the time were peasant agriculturalists or fisherfolk/hunters/herders living in either mud huts or log cabins (they were actually fairly comfortable, but a modern person seeing them would call them exactly this). They had wrought but not cast ironwork, crude steel and woven and fulled cloth with local dyes. This applied more-or-less everywhere on the CK map, with a few localised 'hot spots' for specific technologies, up to 1200 or so.
My word was most probably not correct , of course all people are smart and intelligent, but I made a comparison based on culture and technological advancements of some societies versus other societies like Imperial China vs Mongol steppe lord or Baghdad vs a subsaharian tribe or Byzanthium vs a Viking settlement, this doesn't mean that the first where more intelligent than the second or Mongols wouln't end up conquering China ,Turks Byzanthium and Vikings England and Southern Italy.
 
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My word was most probably not correct , of course all people are smart and intelligent, but I made a comparison based on culture and technological advancements of some societies versus other societies like Imperial China vs Mongol steppe lord or Baghdad vs a subsaharian tribe or Byzanthium vs a Viking settlement, this doesn't mean that the first where more intelligent than the second or Mongols wouln't end up conquering China ,Turks Byzanthium and Vikings England and Southern Italy.
Yes, I think a good way to put it might be like this:

1) There were a lot of very varied cultures across the map area (because travel and communication were slow and expensive), each with different fashions and desired looks.

2) The expense of long-distance trade meant that locally available materials mattered a lot, leading to very different 'look and feel' for everything from drinking vessels to walls and buildings in different regions; the degree of know-how in crafting materials tended to vary with local availability, too, making the differences even more noticeable.

All this leads to a LOT of different 'looks' for courts - having as many of them as is pricticable in the game would be good!
 
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