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CKIII Dev Diary #28 - Art Focus

Hello my name is Joacim, Art Lead on Crusader Kings 3, I am positing here a developer diary written by Pontus, Art Director on Crusader Kings 3, currently on paternity leave. Our artists will reply to your questions in the comments!

Art Focus
Hey! Let’s talk about the art of Crusader Kings III!

My name is Pontus, Art Director on CK3. I’ve written this dev diary together with the art team, and if you promise to tell everyone this is the best dev diary so far, there will be some sweet wallpapers at the end of it. Cool?

Certainly, you’ve seen a lot of the art already, in various states of completion, with all our diaries and previews. Let’s start by talking about the way we’ve approached creating the graphics for the game!

The starting point for the art direction is, as it should be, the game design. If you recall Dev Diary #0, Henrik Fåhreus’ vision of the game has a big focus on characters and storytelling, as well as approachability and player freedom. Reinforcing that through the art has been the main goal.

To keep ourselves on-track, three key pillars guide the art department on CK3:

A ROLE-PLAYING EXPERIENCE - This pillar is represented by our goal to give life to the characters and their unfolding stories. An example of this would be the characters’ portraits, we did not want them small and static, they are now front and center, and show off their standing or lack thereof through clothing, as well as show how they feel about what is happening to them through body language.

DD28_king_01.jpg
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A MEDIEVAL GAME - We made a great effort to keep a good level of historical accuracy in our designs. Our illustrations and icons are made to reflect the time period, just like the 3D art that populate the map. Of course, sometimes we had to try and find good compromises in the designs that would work for the entire timespan of the game.

Where possible, we based clothes on reconstructed sewing patterns from extant medieval clothing. For example, we recreated the "coronation tunic" of Roger II of Sicily, a well preserved garment from the 1130s (though it was actually made some time after the coronation).

DD28_tunic_comp.jpg


Another example would be a loading screen with some really well-painted sunflowers, but these did not exist in europe until the 16th century, which was spotted in time thanks to our Beta testers: so we sent it back to get the flowers repainted…

A ROUGH WORLD - Crusader Kings is not a game for all-ages, you live dangerously and people do terrible, terrible things to each other. This is reflected in the more somber palette and overall mood of the game.

Now, let’s talk about the different types of art you’ll have fun with in CK3:

CHARACTERS
I’m very excited about our new character portraits, and what we can do with them visually. They are varied and have lots of, well, character. Every day there’s a screenshot shared in the dev chat featuring someone they’ve encountered in-game, and we usually agree, yes, that person wears that hat better than most, or indeed, he looks just like the poster boy for the Deviant trait.

For me, the real test for the characters is if they make you feel, and It IS satisfying to throw especially smug-looking Rivals into your Dungeon, and you might feel a bit sorry for some harmless looking characters before you plot to have someone deliver poisonous snakes upon them.

I really want to stress the fantastic work our Lead Character Artist Nils Wadensten and the character team have done in bringing this new generation of portraits to our games, alongside our Engine team.

In fact, he’ll go into the character portraits a bit more in a future diary, hopefully he won’t show the first iterations of the wounds and diseases, some were a bit too much for a lot of people.. :)

For now, I’ll leave you with a sneak peek of Concept art and the final piece of Clothing as how it appears in the game.

DD28_steppe.jpg
DD28_african_pagan.jpg


ANIMATION
Making the characters move was quite a challenge since the movements need to be very discreet, and not call too much attention to themselves as that could become a distraction from the gameplay.

The posing and idle animations are there to help the immersion and storytelling. Keeping the Rough World pillar in mind, they should not be silly and slapstick - while CK has some wonderful dark humor, we play it straight. I do think the look on a character's face when he realises they are locked up together with a Cannibal is appropriately shocked though.

Generally the characters have a pose that reflects their personality or the situation they’re in.


EVENTS
Here is where the role-playing really kicks in. When an event pops up, we showcase the characters involved and how they feel about the current proceedings, set against a backdrop that really helps sell the setting. This means if you encounter the same event in another play-through, the visuals might be quite different due to the characters involved.

The backdrops have a detailed but hand-painted style that complements our stylized characters’ well. In fact, we have some for you as wallpapers without text, icons and characters obscuring them, enjoy.

When we create a new event background, we also do a hand-crafted lighting setup, which relights the portraits to fit the current scene:

DD28_events_01.jpg
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ILLUSTRATIONS
Besides the events, there’s plenty of illustrations in CK3!

For the loading screens, we wanted someone who can do images full of mood and storytelling, in a rough, painterly style. We went straight for the top and asked Craig Mullins. Fortunately, he was up for it, and has provided some really exciting imagery.

They all are of course showcasing aspects of the Crusader Kings experience- from Templars in battle to babies in peril!

Besides the loading screens and event backgrounds, we have cool paintings for Decision categories, terrain types, holdings, army movements, legacies… heck, our Personality trait icons and Tenets are small illustrations - there is a lot to discover and keep you entertained and immersed!

DD28_hunt_text.jpg


The Holding Illustrations make for great wallpapers as well, so we included that in our art drop!

UNITS
Our units are really cool! We were very enthusiastic about these, and really added quite a bit of detail. Let us know if you spot the nails that stick the shield handle into the shield at the back.

The units’ appearance is based on culture - We have Western European, Byzantine, Middle-east / North Africa, Pagans, Indian and Turko-Mongol.

A unit has three visual tiers, becoming more armor-clad and sophisticated as it progresses. So it was important for us to make sure a Tier 2 Byzantine looks equally as tough as a Tier 2 Turko-Mongol for instance.

They have a lot of spark to them as we added a lot of different animations, they cheer when they win, bang their shields during sieges and we make use of red liquid particles when they land some nice hits.

Culture, Tiers and Coat-of-arms colors and emblems make the Units look appropriate and unique. Here’s some examples:

DD28_units.png



HOLDINGS
The Holdings were quite a challenge, they needed to be a certain size based on maximum zoom level and minimum Barony size. Since they are small they need to have strong, readable shapes without looking like toys.

Their appearances are influenced by the region they are found in, in this case Western European, Mediterranean, India and Middle-east.

Similar to Units, they have visual tiers, tied to the Holding’s Upgrade level. Temples and Cities have two tiers, whereas Castles and Walls have four tiers.

Of course, we have primitive huts as well, and a big bunch of unique buildings, some easier to recreate (Pyramids) than others (Charlemagne's Palace).

DD28_western_castles.png
DD28_mena_castles.png

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MAP
There’s a rumor going around that some of you CK2 players rarely look at the terrain map. We didn’t want that for CK3, so we made our map to not only be moody and pretty to look at, but also more useful, so you’d have more reasons to go there.

CK is information heavy, so we try to make sure that everything in the terrain map serves a function, and is easy to see. Thus a cleaner look, to make sure the icons, borders, text and 3D models that sit on top of the land read well. At a glance, you should be able to see what terrain type a Barony has without consulting another map mode.

DD28_map_02.png
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DD28_map_01.png


If you are into Political Map modes though, don’t worry, we’ve got you covered. You’ll notice it feels familiar.

It seems our Paper map has been received well, we’re glad you like lobsters too! Getting the right amount of sea-monsters without making it look cluttered wasn’t easy, but I think we managed in the end.

DD28_papermap.png


UI
A PDS game has a lot of UI. It is something made in close collaboration with UX and Game Design departments. It is constantly iterated upon and is one of the most challenging aspects of our games.
Visually we took inspiration from game design’s character focus pillar and pulled in visual influences from Roleplaying games. To make it approachable we tried to keep it clean, and give everything some breathing room.

DD28_Character_Screen.png
DD28_MAA.jpg


DD28_letter.jpg


We use a lot of illustrations in our UI’s to help immersion and flavor, and we have a cool system where some of the image types are context sensitive, so for instance your Sultan will not stand in front of a western European throne room if he is hanging out in the Middle-east, and if you are dealing with Catholicism in Religion View, well you’ll see churches and similar imagery.


Coats of Arms
Heraldry is essential to the medieval immersion of Crusader Kings, and so heralds will be excited to hear that we have totally overhauled the Coat of Arms system.

We started from scratch, poring over history books and contemporary armorials to ensure every detail is authentic. We designed accurate CoA for over a thousand titles and dynasties to complement a new scriptable random system that weights hundreds of unique elements based on culture, religion, and everything in between. We modeled minute differences across regions, so frequencies of designs and tinctures are different in Germany, France, and Spain. The amount of possible combinations? Millions.

We achieved our primary goal of making our feudal European heraldry as accurate as possible, but we didn't stop there—we wanted to go into extra depth for all regions. For example, the eastern hordes decorate the Great Steppe with their special tamgha emblems, while the Islamic world is fleshed out with immersive Saracenic heraldry (no more endless stars and crescents). Emergent cadet houses differentiate their new arms by quartering, and yes, England's coat of arms will change if William wins the Norman Invasion.

Here’s some examples of the heraldry system in action - firstly how England’s arms can react to gameplay, and secondly a selection of randomly-generated COA from around the world.

DD28_COA_1.png
DD28_COA_2.png


In summary:

The art team has worked very hard and it is a delight every day to see whatever new stuff is coming in. Making games is a group effort though, so we get invaluable help and feedback from the rest of the team: code, design, QA, sound, production all contribute as well.

Of course, seeing pictures in a dev diary is one thing, we can’t wait for you to get your hands on the full experience! As always, your feedback will help guide us as we continue to make content and improvements for CK3!

And for being good sports and reaching the end of the dev diary, here's links to some sweet wallpapers!
 

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My personal opinion is something like:

Specific model to represent major cities like Baghdad etc. that shows it's significance without being significantly bigger in size: good.

Having most of the province covered by some horrific bladerunner-esque urban nightmare with buildings everywhere just because a city covered a tiny area of it: bad.

Humanity was very much rural during this period of time, please don't make cities ridiculously huge just because people here can't deal with the fact that Constantinople didn't cover the entirety of the Thracian peninsula
I think the great work models are enough to make the major cities stand out. I would like to see the Theodosian Walls and all the other great works have their own models in the game though. That will really help the major cities stand out like people want them to.
 
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As I proposed earlier: it can be rural sprawl instead of urban sprawl. Having small villages surrounding holdings would make the map feel more alive and show where all those rebelling peasants sleep.
But even rural sprawl didn't really exist. What people need to remember is that at the time, the population of the entire world was between 220 and 350 million people. Most of the time period CK3 covers the entire world had fewer people than the United States does today. The other problem with showing things like small villages on the map is it can get confusing whether a cluster of buildings is a village or a small city holding. Especially when you have empty holdings with the villages in them, it could make them look like they're not empty. And if you want to see an example of an area that's definitely not empty looking already, look at the screenshots of northern Italy. The holding density there is what needs to be really taken into consideration since you're going to have a bunch of small-in-area holdings cramped together. That's what is going to define the room you have for things like holding model size and purely cosmetic buildings.
 
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As I proposed earlier: it can be rural sprawl instead of urban sprawl. Having small villages surrounding holdings would make the map feel more alive and show where all those rebelling peasants sleep.

This could actually be quite beautiful and good if well done. I hope the devs see this. I never thought of a "rural sprawl" before, but it makes perfect sense and can enhance the aesthetic of the map considerably.
 
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But even rural sprawl didn't really exist. What people need to remember is that at the time, the population of the entire world was between 220 and 350 million people. Most of the time period CK3 covers the entire world had fewer people than the United States does today.
And the majority of this population lived in villages, as you and other members have pointed out.
The other problem with showing things like small villages on the map is it can get confusing whether a cluster of buildings is a village or a small city holding. Especially when you have empty holdings with the villages in them, it could make them look like they're not empty.
That's why I propose the villages to surround holdings, not appear in random empty places :)
 
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The models are really looking beautiful. Especially that king. He has a such a confident look I would follow that man anywhere.

I agree with others about the mega cities. Owning Damascus or other huge cities should really look like an accomplishment.
 
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For now, I’ll leave you with a sneak peek of Concept art and the final piece of Clothing as how it appears in the game.

View attachment 581764

Just wondering, which ethnic group is this image meant to depict? I've attached example images of medieval west African, yoruba, hausa and mandinka dressing styles. I feel like this costume is historically inaccurate.
 

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But even rural sprawl didn't really exist. What people need to remember is that at the time, the population of the entire world was between 220 and 350 million people. Most of the time period CK3 covers the entire world had fewer people than the United States does today. The other problem with showing things like small villages on the map is it can get confusing whether a cluster of buildings is a village or a small city holding. Especially when you have empty holdings with the villages in them, it could make them look like they're not empty. And if you want to see an example of an area that's definitely not empty looking already, look at the screenshots of northern Italy. The holding density there is what needs to be really taken into consideration since you're going to have a bunch of small-in-area holdings cramped together. That's what is going to define the room you have for things like holding model size and purely cosmetic buildings.

Nobody is asking for unrealistic "urban" sprawls. The sprawl would be a few houses more akin to an actual village surrounding the main holding model mostly to break up the monotonous round shaped models.

Also, if you don't mind answer me this. If the sprawl was optional and could be turned off by a setting would you still be so vehement agianst it?
 
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Nobody is asking for unrealistic "urban" sprawls. The sprawl would be a few houses more akin to an actual village surrounding the main holding model mostly to break up the monotonous round shaped models.

Also, if you don't mind answer me this. If the sprawl was optional and could be turned off by a setting would you still be so vehement agianst it?
Yes I would. Because making it optional means you would have to rework the design and UI thinking so that it fits well with both instances instead of just one., so it's asking for even more coding and graphic design work that could be better spent on something that's a higher priority and actually affects gameplay.
 
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Yes I would. Because making it optional means you would have to rework the design and UI thinking so that it fits well with both instances instead of just one., so it's asking for even more coding and graphic design work that could be better spent on something that's a higher priority and actually affects gameplay.

I mean, as many people have pointed out using edited screenshots, they don't need to do much redesign. The current models with a bunch of small houses around them would be more then ok. And they have most of the code regarding this from their previous games.

But if you feel so vehemently about crusading against a feature that would not affect you just because you don't like it, carry on I guess.
 
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At launch the unit sets will be Western, Byzantine, Arabic and Pagan IIRC.

Maybe Pagan early and Byzantine late for Russia? At least until the inevitable Slavic unit/clothing pack.
I know that a Eastern/Russian pack won't be in at start as of now. I was merely suggesting that they make one.
 
I mean, as many people have pointed out using edited screenshots, they don't need to do much redesign. The current models with a bunch of small houses around them would be more then ok. And they have most of the code regarding this from their previous games.

But if you feel so vehemently about crusading against a feature that would not affect you just because you don't like it, carry on I guess.
Editing screenshots is in no way comparable to actually coding in a feature. Last I checked you don't code with Microsoft Paint.
 
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Editing screenshots is in no way comparable to actually coding in a feature. Last I checked you don't code with Microsoft Paint.

I don't know if you are intentionally misunderstanding what I said or you're just not reading everything. I said the screenshots are related to the design part which is for the most part a visual element. Not the coding.

I work in design, I'm a design engineer, I did and still do 3D modelling so I have some knowledge of this. I'm also working on a mod team for ck2 and I did a lot of holding models for the mod. More then paradox did for vanilla. You can use edited screenshots as concept art to see if the design of something works and from some of the screens some people posted, the redesign would be relatively simple.

As for the coding, I'm not proficient in it but I know enough to know that when you have 2 games that are using the same engine without much modification between them, you can take a piece of code from the previous game and adapt it to the new one. It still takes some work and sometimes it might be simpler to do it over, but it would not be the most time consuming task ever.
 
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I don't know if you are intentionally misunderstanding what I said or you're just not reading everything. I said the screenshots are related to the design part which is for the most part a visual element. Not the coding.

I work in design, I'm a design engineer, I did and still do 3D modelling so I have some knowledge of this. I'm also working on a mod team for ck2 and I did a lot of holding models for the mod. More then paradox did for vanilla. You can use edited screenshots as concept art to see if the design of something works and from some of the screens some people posted, the redesign would be relatively simple.

As for the coding, I'm not proficient in it but I know enough to know that when you have 2 games that are using the same engine without much modification between them, you can take a piece of code from the previous game and adapt it to the new one. It still takes some work and sometimes it might be simpler to do it over, but it would not be the most time consuming task ever.

I do think it'd be easy for them to add roads + house sprawl as they already have that for Imperator. The problem I think with that concept is that the houses are all pulled from the city holding and the severly muddies up where those holdings are. So if I'd wager it'd be that if they do sprawl they want to do it in a more proper way that doesn't mess with the city holdings but also so they find the right scale. In Imperator it was easy to just make cities and metropolises sprawl heavily together with pops but will you tie it to development in CK2 or what?

So while I think the concept is a nice demonstration of what feels missing I don't think it's a good blueprint to just follow and I think they'll need to consider how the system would work for way more different scenarios and sets. Chances are they might want to do something a lot better than Imperator or at least different and if they do it's a lot better to do it from the ground up and take your time rather than to hack a system in place.
 
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So I'm a bit late to the game here, but thought I should add my thoughts in case anyone was interested.

I am not sure its possible to express how relieved I am that the period-appropriate illustrations will be in the game in some form.

Don't get me wrong, I'm not one of the "All change is bad, gruhhh the 3D models". I don't particulary have a taste for them RN, but having said that I always thought the Doge Of Venice faces looked rediculous till I played them for a bit and tbh I get disappointed when my 30 year old Roman Emperor doesn't look like my 20 year old Vencinan Doge.

It's just, there is a sort of *feel* to CKII that emerged through many years of playing. And the Artisitc merit of CKII was amazing, to the point where I legitimately tried to trigger events just to see the art (Looking at you here Child Of Satan Events)

I'm Glad that the Art team at least realise that the medieval murals are imporant from an aesthetic standpoint. While the 3d Models might not be my thing right now, I guarentee if they are done right I'll probably end up being the first to defend them in the inevitable glitch. But main point is, for the sake of the community that has grown up on this for a decade now (which makes me feel v. old), can we just ensure that the medieval-era illustrations don't lose any focus :)
 
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Beautiful! Thank you for the rework of the heraldry system! As a herald this was my 1st thought. I love the new, much more accurate approach to the laws of heraldry! I also really like the living portraits system; animating the 3D models is genius! I understand the subtlety of their movements, but I think they may be too subtle. Their movements were almost imperceptible in what I saw. I'd like just a bit more; such as characters in fine clothing occasionally brushing off their sleeve, while imprisoned wretches scratch their fleas, sick, feverish characters should shiver & cough, pilgrims should Cross themselves & pray, or clutch incense or prayer beads, etc. Rulers adjust their crowns, Marshal's adjust their sword belts & armor, schemers should sharpen their dagger, of pick their fingernails with it, while stewards review their ledgers, etc. I want to feel like I'm looking at a living, breathing person. Subtle is good, but it's ok to let them move around a bit without being distracting. They're not losing for a photograph, they're just waiting to see what the player is going to do next. People fidget while they wait, it's ok. When characters die though it would be immediately obvious if their portrait became just that, the sort of commissioned portrait paintings nobles have made, because a deceased character shouldn't appear as the lifelike 3D model they do when alive, of course. I see the king & Queen standing together in the throne room, but next time the king has recently died, so now I see the queen in the foreground, in front of an enormous painted portrait of the late king. Also maybe incorporate influences from medieval illuminated manuscripts into the UI, and wax seals as icons. Just some ideas I had watching the new update. Everything looks really awesome though, so far! Keep it up! I can't wait to get into the game myself! Although I'll probably have to crowdfund my copy, like I did with CK2 but that's how bad I want to play this! Seriously, if I had only 1 game (with working hardware) on a desert island, for the rest of my life, I would be happy with this amazing masterpiece that you are making! Thank You!
 
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While I really do appreciate the work done for for characters, illustration and the UI, I would like to join my voice to those who say that representing development as sprawl on the map should be a top priority for the art team after release.

The more videos I watch, the more I feel that the map looks empty and the pattern of roundels for castles pretty lame and annoying. Moreover, that also leads to some grotesque issues as the issue about Constantinople (and any great city like Baghdad, Cordoba or Rome, really) represented as an isolated castle. Seeing the sprawl around them would both make them feel less awkward, and convey immediate information about the development of a region at a glance, in an easy and aesthetically pleasing way.

Great job, guys, but the holdings part should really be amended ASAP.
 
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I like the 3D guys, I do. I like that they can move and represent the scenes the events depict. I like their clothes and changes in lighting. I like them. But...

... I'll miss the circles with faces inside. They were a staple of CK 1 and 2. Thye began as cartoonish profiles (I'll never forget how Count Hug of Empuries sported a messy afro) and evolved into the characterful but sometimes goofy we all know and love from CK2.

Circles with faces, you'll be missed.

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This is really gorgeous.
I just remembered the cutscenes from medieval II total war. with like weddings, would be cool if, not in ck2 but maybe in ck4 we could the option to actually get to witness coronations and weddings and other events (the important ones but the ones which happen a lot), with the appropriate characters being in the cutscene. You could have a little button on the events that had such a scene that said "Watch cutscene" so it doesn't waste energy on animating any cutscenes you don't specifically ask for.
 
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It seems our Paper map has been received well, we’re glad you like lobsters too! Getting the right amount of sea-monsters without making it look cluttered wasn’t easy, but I think we managed in the end.
I think it still looks a bit cluttered, what I would reccomend is you make slots for features on the map and then have them change with what the political situation around them is, with the more of the coast around the sea is controlled by a single empire the more it shows ships and fish and stuff and the more fractured it is the more it shows dangerous beasts and seamonsters.

You could essentially have two options for each slot a commerce one and a danger one and then set specific parameters for when each om them change.
 
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