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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!


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The Primal Darter has an ability called disengaging shot. When it uses that it uses the jump/recoil you see there.
That only makes the animation more awkward.

You first see the character's head rock back (the "recoil" which makes no sense at all for a blowdart), then he waits a moment, and then he jumps back. If the recoil is meant to be part of the jump back movement, something went wrong.
 
Zebra mounts are amazing thank you.

Love all the details in the art they really make the game come alive.

I think it would be neat if farms had a bit of visual variety based off culture. The little houses surrounding the farm could reuse the small house models of each culture? Since they depict little villages it would be cool if they looked more like the culture that owns them.

Since Necromancers are getting a rework one thing I liked about AOW3 was how undead cities had this spooky aura and 'creep' around the city I'd love to see something like that.
 
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OMG!
For me it's №1 Culture for shure!

Love all the details in the art they really make the game come alive.

I think it would be neat if farms had a bit of visual variety based off culture. The little houses surrounding the farm could reuse the small house models of each culture?
Agree!

ps. I hope double tail will be fix in release?
 

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Great work. Please ad a selection to which race you apply the race transformations to. If you are head ruler over several it is good to know which one you target with the spell.
We already have a system like that, like from day 1.
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AFAIK, the half-goat and half-fish creature is known as a Capricorn, and was often associated with the Greek god Pan.

Guys@Triumph: for the future, what about a telekinetic unit? A unit able to displace a friend or foe a couple hexes, or make a "Fus!" push shout, frail in complexity, and possibly capable of stunning enemies around them (à la Mind Blast) at higher ranks.

And yet another crazy idea: a campaign about a person that was taken from our time and universe and thrusted into an AoW4 world. Possibly a gamer, possibly even a veteran of old AoW games, with the limitation of playing as a Godir (no dragons, sorry). And make it that they will be commenting and reacting a lot about the events surrounding them, throwing in pop culture references, maybe some computer geeky things, I don't know... Sounds like an ambitious idea, maybe for a mod in the future, although I would love to be a world modifier.

And finally, can we have something like "The Fate of Emrilia" mod by WoodChip? I loved that one in AoW3, I highly recommend it, you can tell that the map has a tonne of work hours and even more love poured into it. The Steam Workshop's mod id=1940719831.

Thanks for everything, please keep the great work! Have a nice day!
 
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This looks great! Really nice, like the leader examples, the mounts and city looks.

And we got nice bonus! Biome visuals for forests - pretty cool (and needed). But I'm most happy about this part: we'll continue to make an effort polishing the game, and adding variety when and where we can so please keep the feedback coming!
 
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Regarding the question of what other half-this-half-that racial transformations we would like to see:

Centaurs
Driders (to borrow a term from DnD), basically a human upper body affixed to a spider lower body
Yes! Lilith the Spider Queen (From Escape from the Bloodkeep) won't be complete without an arachne form/transformation!
 
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Fantastic work! I like the new mounts and ability to select transformation visuals most of all.

Can the naga transformation visual be disabled? I'm asking because like the wing adding transformations naga adds a tail.
 
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Please let my RMG settings stick, like turning the 'Simultaneous Turns' toggle back On every time I start a map does not seem necessary.
'How many players' and 'map size' don't necessary get changed often either. Allow me to set these settings to Sticky, please.
 
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Ah good ol' Triumph. Devs that actually listen. And add more stuff, because why the heck not :)

I feel like Primal Fury is the point where the game really will start to shine. Both previous two DLC's where good and added to the game but I can see that devs finally caught up with adding additional stuff like biomes, mounts and little quality of life features. Keep it coming, this DLC will be a blast.

PS: Nice touch with Unique Totem Tomes.
 
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And yet another crazy idea: a campaign about a person that was taken from our time and universe and thrusted into an AoW4 world. Possibly a gamer, possibly even a veteran of old AoW games, with the limitation of playing as a Godir (no dragons, sorry). And make it that they will be commenting and reacting a lot about the events surrounding them, throwing in pop culture references, maybe some computer geeky things, I don't know... Sounds like an ambitious idea, maybe for a mod in the future, although I would love to be a world modifier.
*bonk* no isekai, go to anime jail!!
 
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