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Dev Diary #28: The Art of Primal Fury

Ancestral greetings my humanoid kin, for this Dev Diary I’d like to discuss the process of summoning this DLC to life. Be warned it is an image heavy thread!

Also, don't miss our recent Primal Fury Midgame Dev Stream (it was today! and there were some details about pantheon update)

The art team, specifically the Art Director (me) the Concept Artists along with the Creative Director, are the first to explore the DLC. Through the ideation process of moodboards, keywords and rough sketches we set out by exploring the big questions -

Are we alone in the universe, what mood do we want to convey, what are the visual gaps we want to fill, and what would our players love?

Your Culture​

When it comes to Primal Fury we knew we wanted a new Wild nature affinity themed culture. We started with some early mood exploration, playing with a neolithic vibe combined with animism, spirituality and tribal motifs -

PrimalFury_Mood.jpg


As designers join the team we start to solidify a visual identity. We knew we wanted to fill the Nature affinity culture gap, but at the same time introduce a new way to play via sub-cultures. We thought about how we might introduce these visually through animals, weapons and costume. We then start to concept potential lineups and unit types-

PrimalFury_Culture1.jpg


This changes rapidly as we hone in on a direction, we put basic 3D blockouts in game and push to introduce new weapons. Instead of a ranged unit using a bow how about we use a blowdart weapon? We explore avenues to bring in new ways to play with existing unit types. This meant having to create new poses and animation sets as it comes with it’s own unique abilities -

Darter_Disengage_WIP_01.gif


Wild culture weapon exploration -

PrimalFury_CultureWeapons.jpg


After iterations we end up with a lineup we’re happy with. Each unit role and tier is communicated clearly, and differently from one another. We have clear material definition and customization options such as player and armour colour. We split up trinkets like jewelry, furs and bones so we can reuse them for leader customization -

PrimalFury_Culture2.jpg


We then take these 2D concepts and translate them into 3D by sculpting digital clay, notice in the texture of the double handed axe how the blade is really bright, this helps communicate readability in combat -

PrimalFury_CultureWeapons3D.jpg

PrimalFury_Culture3D.jpg


We wanted a way to show the sub-culture animal picks across your units so we made weapon variants to visualize this, for instance your support units magical staff or melee units shield swaps out depending on if you chose the path of the Storm Crow, or Dune Serpent etc. -

PrimalFury_CultureShields.jpg

PrimalFury_Staff.gif


Additionally we create new skin decorations that fit the culture, we test to make sure that they not only look good on humanoids but also the 13 other forms we have -

PrimalFury_SkinDecoration.jpg


An example of leaders you can create -
PrimalFury_Leaders..jpg


Your City​

Your city has 4 visual tiers, it should also show what wall defenses have been built, and have room for units and a wizard tower to spawn ontop. To communicate this we have a clear breakdown and composition of how a city is made. Firstly, the main tower which acts as the focal point. When it comes to the wild city we opted for a capstone that would switch it’s visual based on the sub-culture pick. Next we use secondary and tertiary towers, playing with scale and bridges to lead the eye to the center. We then place very small houses around to really push the scale of the city. Lastly we add particle FX like smoke, torches and fireflies, again these are coloured towards your sub-culture pick -

PrimalFury_City1.jpg


House and Tower concepts -

PrimalFury_City2.jpg


PrimalFury_CityGIF.gif


Wild city sieges need unique wall and house visuals with destructible variants, the lighting and biome will change depending on city location -

PrimalFury_City3.jpg


PrimalFury_City4.jpg


Your Forms​


From day 1 fans have been asking for a dog form, unfortunately we can’t make every dog breed so we decided to narrow it down to what we call the doge form, here’s the initial concept art and sculpt based off of our very own Senior Dragon Artist, Maki -

PrimalFury_Forms1.jpg

Just kidding! Instead we wanted to push for more of a beast vibe that tied well into the Primal Fury theme, so we opted for Lupine and Goatkin, more of a wolverine aesthetic and demon-goat vibe with really interesting silhouettes and horn customization, here’s some early artwork exploration and in-game shots -

PrimalFury_Forms2.jpg


We thought it would be a cool addition to add some extra life to these forms, so we added small ear twitches, secondary animation like this adds so much extra character to your creations making them the goodest of boys -

New-Forms2.gif

New-Forms.gif


Return of the Naga​

We wanted to test a new method of Major Transformations that we haven’t done before, and that's mixing in different animals into your form, being a half-something…. For instance with the Naga half snake and half form choice. What would you call a half Snake half Goatkin creature?

We achieve this by essentially scaling down the legs to 0 and animation blending the top humanoid half with a custom bottom snake half. This also opens up interesting opportunities for future transformations down the line, what other half humanoid creatures can you think of that you’d love to see come to the game?

PrimalFury_Naga1.png

Naga.gif


Your Wildlife​

We really wanted to push the Neolithic vibe here with Mammoths and Sabretooth Tigers. We go through the same pipeline with wildlife as we do with characters, first starting with rough concepts and blockout 3D. If we introduce a new rig and animation set we think about how we can get the most out of it, in this instance it made sense to also introduce an elephant as a variant so we could get the most out of the content being created.

Some early Elephant and Mammoth ideas-

PrimalFury_Mammoth1.jpg


Final in-game models-

PrimalFury_MammothElephant_ingame.png


Part of the art direction of wildlife is to capture the essence and character, much like a caricature portrait pushes proportions and expression to elicit a feeling. Below we see a small scribble from Picasso and a picture of a real pig, personally I find Picasso’s drawing of a pig more fun than the actual pig photo. We try to use this as an example to push expression through our characters to make them more interesting. Here we see the wolf’s proportion, snarl and pose bring about the essence of what a wolf is more so than what a photo would-

style.jpg


Here we see that same art direction principle applied to the Sabretooth, it’s snarl really showing why this animal was called a Smilodon-

PrimalFury_Sabretooth3D.jpg


We also experimented around with shader effects and scrolling glowing glyph textures to create the Primal Animal effects-

Sabretooth.gif


We’re also getting some cool new Tome units like the Racial Stormbringer and the cute fae Mistling creature (I won’t spoil everything here, you’ll find more wildlife surprises in-game!) -

PrimalFury_StormbringerMistlingConcept.jpg


stormbringer.gif

Mistling.gif


With this DLC we focused on the forces of nature, especially with our particle FX we added powerful spells of mists, storms and lightning-

Lightning.gif


Your Mounts​

We heard you! You guys love mounts, so we really made an effort to bring you some cool variations that play into the Primal theme. We can’t wait to see what empires you create with these beasts!

Mounts.gif


These mounts below are unlocked at the start and both the Elephant and Mammoth come as special race traits. You can now have reptiles riding reptiles, and cats riding cats, not yet elephants riding elephants though…hmmm-

PrimalFury_Mounts.jpg


These mounts will be available as unlockable rewards in the pantheon tree, and available to all players of the game! -

PrimalFury_PantheonMounts.jpg


Your Icons & Interface​

I’d like to take some time here to highlight iconography and interface. What I find astounding is that every icon here represents a new gameplay concept with localized descriptive tooltips, and coded gameplay. There might also be additional animation or particle FX with bespoke audio-

PrimalFury_Icons.jpg


Tome artworks, 2 new tomes and 1 per starting Wild subculture -

PrimalFury_Tomes.jpg


We couldn’t have a Wild DLC without having a reskin of the UI frame to match, this will help immerse you in the game -

PrimalFury_Frame.jpg


Bonus​

We saw feedback on the forest visuals from the forums, and agreed with the sentiment. We decided this was the perfect time to take another stab at them by adding more variety and interest via additional meshes, particle FX and colour. Using previous Age of Wonders games as inspiration we added things like little mushrooms and cobwebs. Before everything was a drab range of greens, now have fall colours for the highlands biome, pinks for the arctic, every forest biome got a pass. We’ll continue to make an effort polishing the game, and adding variety when and where we can so please keep the feedback coming!

PrimalFury_ForestVisuals.jpg


We’ve also spent some time polishing interfaces like adding additional parchment artwork headers and much much more! -
Primalfury_UndeadRework.jpg


Finally, not everybody likes changing their units visuals, either Enchantments, Minor or Major transformations. To address this we’ve added a Toggle Visibility button to the Active Spells page of your Spellbook. The only visualizations that we can’t toggle are those that grant you wings (for gameplay purposes) -

ToggleVisibilityButton.png


That’s all folks! We really hope you enjoy Primal Fury and getting a sneak peak behind what goes into creating a DLC content pack. If your hungry for more art please check out dev diary #11 The Art of Age of Wonders 4 dev diary here


Don't forget to Wishlist the Primal Fury Content Pack!


Be the first to get information about Primal Fury:
 
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Really phenomenal stuff. You’ve captured the hearts and minds of my friends and family and brought us all together after years apart. It’s such a wonderful game. Thank you!

Perhaps stating the obvious, but centaurs feel like a clear option to include in the future.

Would also love to see more sub-factions for existing cultures and other ways of differentiating your nation. It’s the creativity that this game allows that makes it so brilliant.

PS, please add gnome form :)
 
This is awesome! You know, I hope you guys really consider making a season pass 2. It took a bit to get into, but now I know I do like AOW 4 better than AOW 3, and I really like AOW 3. I want to see AOW 4 grow and continue get more content for years to come. There is no need to start from scratch. Just continue adding to AOW 4.
 
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This is awesome! You know, I hope you guys really consider making a season pass 2. It took a bit to get into, but now I know I do like AOW 4 better than AOW 3, and I really like AOW 3. I want to see AOW 4 grow and continue get more content for years to come. There is no need to start from scratch. Just continue adding to AOW 4.

I'm so glad that I'm not the only one worried about the project. (hope there are a lot of us)
I really want everything to be great for the game (sales, big numbers etc.)
I saw a discussion somewhere on the forum, but I can’t find any official information that the game sold “well.” Still worried.

I want to see season pass 2!

After all, so much can be added, from deeper mechanics to visual beauty and variety.

And damn, looking at these concept art, models - there are really talented people on the team!

p.s. Is it somehow possible to find such art from other cultures?
 
I saw a discussion somewhere on the forum, but I can’t find any official information that the game sold “well.” Still worried.
https://gameworldobserver.com/2023/05/10/age-of-wonders-4-sales-250k-copies-fastest-selling

A couple of sites report somewhere around 0.5 a milion units sold on Steam which I think is good for a niche genre like TBS.

Here is Steam DB for the game https://steamdb.info/app/1669000/charts/. There is also console version to take into account.

And here is Steam DB for it's closest last years rival for comparison https://steamdb.info/app/1581770/charts/ (it's a spin off but from a known franchise)
 
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How about centaur, drider or even Sphinx transformations?

Sphinxes usually have the body of a lion and a human head, and in the superior Greek version eagle wings, but I suppose a sphinx-inspired form that works with this system would be nice. Sphinxes are the best mythological creatures after all.

Other people have already mentioned centaurs, driders, merfolk and harpies (and deer taurs/cervitaurs). I'd like to add scorpion taurs, djinns/jinns/genies and ifrit/efreeti (perhaps these two together, one being Astral/Order and the other being Astral/Chaos?) to the list of suggestions, or perhaps a lower half based on mechanics or magical animation, in the style of golems, gargoyles, et cetera.

For less mythology-derived ideas, I'd like to suggest the base of a plant, dragon, mantis, raptor (dinosaur?), zebra, octopus/squid or of course the more obvious cat, dog, fox, lion, bear, etc. There's maybe also potential for undead-themed forms, e.g. wraiths.

Also, sudden mostly-unrelated idea: What about a rabbit-derived Form?

I saw a discussion somewhere on the forum, but I can’t find any official information that the game sold “well.” Still worried.

I remember from the dev diary (diaries?) immediately after release that it sold much better (at least initially) than any previous game in the series. Unless that's changed significantly, I imagine it's well on track to catch up to and surpass the previous releases in the series in lifetime sales. If it's not there already.
 
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Gosh I love these art dev diaries or any dev diary when it gets into the process of making something, whether it be the art of things, seeing animations and such or back in Planetfall where you showcased the how the new sectors worked in map creation.

Love the design of Primal culture, I tend to not always be into the aesthetic (my absolute favorite is Mystic and High still), but you did it so well. The city for it looks really nice and the big totem is fun. Speaking of it, just the extra mile to add aesthetic for each animal adds so much and had no idea it was even shown on the shields not just the staves! The tattoos look awesome and the new forms I can't wait to use, I'm one of those who's been waiting for a canine/lupine form from the start to complete the diversity with the feline one.

I knew there'd be more mounts (atleast the stag) but not this many mounts in total! That's crazy! I was wondering why Sabretooth was chosen and no other more normal felines, now I see why! I'll admit, my only slight disappointment with everything is that the Sabretooth mount isn't a form trait one. I feel it could be a really cool one with like a short distance pounce + bleed ability at 1 action (or whatever the sabretooth summon gets), kinda like Unicorn but can't choose to teleport behind a target and much shorter and meant to be offensive.

Still I'm thrilled for all the mounts (and more pantheon things to unlock) and with the new trait to add more mounted units there'll be customization. The added forest visuals I can't wait to see, I love the aesthetic of the overworld map, always fascinated sometimes how the roads with hilly plains of grass and mountains with a river going through ends up looking from a random generation, so this will make it even more homely and adventurous looking.

Also can't wait for the transformation visibility toggle. I've been using the mod for it cause it's hard to pass on the transformations when they're there in a tome you picked, but sometimes you just want your dwarves, orcs or elves to be just normal and not be sprouting rocks, electricity or for the thematic Tome of the Horde one, your orcs to turn into midgets everytime.

There's a time I love Spawnkin (making kobolds from lizardkin), but there's so many themes that fits with that tome and the added units from Spawnkin that doesn't mesh well with the size decrease. Just being able to pick enchantment look is great, I love the Evocation blue one, but if it's your first tome and you pick any other enchantment one directly after, you lose it so early.

There's more I could gush over, like all the little icon artwork that's so amazing (big praise to whoever design these) and so on, but my overly complimenting post is already getting too long!
 
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I remember from the dev diary (diaries?) immediately after release that it sold much better (at least initially) than any previous game in the series. Unless that's changed significantly, I imagine it's well on track to catch up to and surpass the previous releases in the series in lifetime sales. If it's not there already.

https://gameworldobserver.com/2023/05/10/age-of-wonders-4-sales-250k-copies-fastest-selling

A couple of sites report somewhere around 0.5 a milion units sold on Steam which I think is good for a niche genre like TBS.

Here is Steam DB for the game https://steamdb.info/app/1669000/charts/. There is also console version to take into account.

And here is Steam DB for it's closest last years rival for comparison https://steamdb.info/app/1581770/charts/ (it's a spin off but from a known franchise)

Now I'm calm, thx you!
but still, I sincerely worry about the game
<3
 
Is it just me, or is some of this a little... Racist? Like, it looks like the Mosque of Djenne and other Sudano-Sahelian architecture was the main source of inspiration for the city design, if nothing else for the big secondary towers. But why is a charismatic infrastructure specialized for a desert and used by people known for their scholarship used for a faction associated with any specific terrain, primitive themes, and animals? The only thing I can see is that it's an "African = Primitive" bias being expressed here.

Of course I don't mean to accuse anyone specific of bias here, and I understand that this may have been based in part of inspiration from other media that did this first and overall I'm excited for this content, which looks good on the whole, but I would have hoped the dev process would have been a little more thoughtful.
 
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Sphinxes usually have the body of a lion and a human head, and in the superior Greek version eagle wings, but I suppose a sphinx-inspired form that works with this system would be nice. Sphinxes are the best mythological creatures after all.
Heresy detected! A wing of dragons has been dispatched to your location. Repent and accept dragons as the one true master of all mythical creatures!
 
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Is it just me, or is some of this a little... Racist? Like, it looks like the Mosque of Djenne and other Sudano-Sahelian architecture was the main source of inspiration for the city design, if nothing else for the big secondary towers. But why is a charismatic infrastructure specialized for a desert and used by people known for their scholarship used for a faction associated with any specific terrain, primitive themes, and animals? The only thing I can see is that it's an "African = Primitive" bias being expressed here.

Of course I don't mean to accuse anyone specific of bias here, and I understand that this may have been based in part of inspiration from other media that did this first and overall I'm excited for this content, which looks good on the whole, but I would have hoped the dev process would have been a little more thoughtful.
Hey Crux! Big fan of Demiurge.

Are we going to apply this same standard to the Barbarian culture looking European? How about Dark having Gothic themes?

Aside from that and if it matters, I don't get sudano-sahelian vibes from it. I would not guess any mosque to be honest. If I had to take a real world culture I would say it's closer to various varieties of indigenous Americans, though not one group in particular and I also get Polynesian vibes. If we want to get even more personal, my first vibe was Jak and Daxter 1.

In fact, I would honestly go so far as to say if you're seeing Mosque of Djenne in the strategic map art you're really reading that into it. (Edit: I was looking at the animated gif which has the wooden wall. I'd agree that stone wall does resemble it to some level, though that is not the most important of stylistically relevant aspect of their aesthetic so singling that piece out doesn't seem fair)
 
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Is it just me, or is some of this a little... Racist? Like, it looks like the Mosque of Djenne and other Sudano-Sahelian architecture was the main source of inspiration for the city design, if nothing else for the big secondary towers. But why is a charismatic infrastructure specialized for a desert and used by people known for their scholarship used for a faction associated with any specific terrain, primitive themes, and animals? The only thing I can see is that it's an "African = Primitive" bias being expressed here.

Of course I don't mean to accuse anyone specific of bias here, and I understand that this may have been based in part of inspiration from other media that did this first and overall I'm excited for this content, which looks good on the whole, but I would have hoped the dev process would have been a little more thoughtful.

The Art of Primal Fury Seeing Racism In Everything.
 
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Hey Crux! Big fan of Demiurge.

Are we going to apply this same standard to the Barbarian culture looking European? How about Dark having Gothic themes?

Aside from that and if it matters, I don't get sudano-sahelian vibes from it. I would not guess any mosque to be honest. If I had to take a real world culture I would say it's closer to various varieties of indigenous Americans, though not one group in particular and I also get Polynesian vibes. If we want to get even more personal, my first vibe was Jak and Daxter 1.

In fact, I would honestly go so far as to say if you're seeing Mosque of Djenne in the strategic map art you're really reading that into it. (Edit: I was looking at the animated gif which has the wooden wall. I'd agree that stone wall does resemble it to some level, though that is not the most important of stylistically relevant aspect of their aesthetic so singling that piece out doesn't seem fair)
To clarify, I don't see an issue with the other African aesthetics because they largely do fit the theme, or are agnostic to it but consistent with other aesthetic elements. The same is true with the European influences in the Dark and Barbarian cultures, or at least if there was an exception I missed it. I'm just talking specifically about those architectural elements the stone towers in the city, and the walls and minor obelisks scattered around the periphery. I don't see any commonality between them and Polynesian architecture, though I'd be happy to see examples to the contrary. The only native american stuff I can think of which looks similar is also from desert regions (eg Puebloan), and the similarity is largely because the methods are what's practical to the environment, there aren't notable similarities beyond that.

I also don't think it's inherently racist to have African influences in a nature-themed faction, and other more suitable influences would be great. I realize there aren't a lot of intact African structures that would make for good towers, because most of the stuff prior to European influence was destroyed, but there are for example both contemporary depictions and good artist recreations of the palace of Benin*, some of which show it as quite tall and all of which would fit well with the idea of putting totem animals in places of visual prominence. I mean, there's lots of African stuff I'd love to see featured more prominently in fantasy in general, in many different contexts.

Rather, the reason I'm questioning the inclusion of this architectural style is because it seems like the only reason it's included at all is the idea of Africa being inherently primitive. In every other aspect of it that I can think of to compare, its inclusion seems at best like a non-sequitur, and at worse completely counter to the themes and logic that otherwise pervade the aesthetic choices for the DLC.

As an aside, surprised to hear of a fan of Demiurge specifically. It was always niche and didn't seem that popular.

*The one from the 13th century destroyed by the British in 1897, the modern one has a lot of western influences. The palace in Abomey is still historical but is a lot less architecturally impressive and doesn't really include much inspiration to draw from for the highly vertical cities in the game.
 
Is it just me, or is some of this a little... Racist? Like, it looks like the Mosque of Djenne and other Sudano-Sahelian architecture was the main source of inspiration for the city design, if nothing else for the big secondary towers. But why is a charismatic infrastructure specialized for a desert and used by people known for their scholarship used for a faction associated with any specific terrain, primitive themes, and animals? The only thing I can see is that it's an "African = Primitive" bias being expressed here.

Of course I don't mean to accuse anyone specific of bias here, and I understand that this may have been based in part of inspiration from other media that did this first and overall I'm excited for this content, which looks good on the whole, but I would have hoped the dev process would have been a little more thoughtful.
It is called primal culture, not primitive culture. Perhaps the problem lies with your own prejudices, have you ever thought about that?
 
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Now I'm calm, thx you!
but still, I sincerely worry about the game
<3
For Season pass 2 the most important factor will be the Season pass 1 owners. Since good sales for the base game, but very minor for season pass will also mean, that some people don't care about the game's future.

I personally bought it after a month of release, never regret it ofc, but still. Some people can wait for everything to drop and then buy it. So will have to see.