• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Dev Diary #32: The Art of Eldritch Realms

ER_Banner.jpg


Sovereign greetings my Thrall kin, Art Director Rich Burgess here for another image-heavy thread of tentacles. Be warned of minor visual spoilers, don’t tread further if you want to go into the Abyss fresh!

For this Dev Diary I’d like to discuss the process of pulling this DLC out of the darkness of the Umbral Abyss and into the light. With some behind-the-scenes exploration and some technical processes.

Your Eldritch Sovereign Leader​


I can't think of any games where you can customize your own monstrous Eldritch leader, so we had a lot of fun exploring what this could mean and look like. To start and hit the ground running we took the existing Lost Mage unit as a base and built on top of it.

Making sure the unit always floats and doesn't hold any weapons (albeit a Relic hovering in front) meant we were freed from many animation restraints and could really push the silhouettes and bodies of the leaders.

Tentacles are cool, but what other variations could we push? Folded moth wings instead of arms, a mermaid or sinew body, and insectoid legs, we tried to fulfill different eldritch fantasies. We started off with blue sky sketches exploring possibilities -

ER_Leaders_1.jpg


We split them into different categories so you could mix and match what you liked best. Do you want to be all about the tentacles, sure! Or if you want to lean into being a creepy mummy, we have you covered. Here we see some head and back piece explorations -

ER_Leaders_2.jpg



We then take those Photoshop 2D sketches into 3D using ZBrush and push the shapes further, here at the top left we see a head, back and body type all being worked on at once as part of an ‘obsidian set.’ We then split these into different sliders for you to play with. We also made sure it wasn’t all monstrous as that makes for a monotone look, you can also create beautiful monsters with merfolk bodies and petal motifs -

ER_EldritchLeaderSculpts.jpg


We never have a specific number of customization options in mind, we just keep going until we run out of time, much to the stress of our poor producers!

We then have a set of bodies that might move in different ways or have some unique hook. We spend some extra animation budget here leaning into those tropes to make sure the mermaid tail flows properly, the mummy cloth sways according to physics and the eyeballs look around and blink. On top of the customization assets we also added proportion sliders for head, arms, legs and wings. We also tried a different approach to skin colour by tinting it with 2 different colours that results in some really interesting combinations!

ER_LeaderAnimation.gif


ER_Eyes.gif


A few examples of what you can create, we can’t wait to see your beautiful monstrosities! -

2Customization.gif


On top of looks you can also choose a starting Relic or forge your own in the Item Forge, here we see the dodecahedron with our custom Rune font, seen throughout the game -

RelicCosmos.gif


Or a gloopy flesh slimeball, notice how we really try to push effects and motion through our leaders and items. This really requires the whole team to pull off; a 3D artist, a tech artist, VFX artist and an animator -

ER_relic.gif


As your Eldritch Ruler levels up, you can take them down different paths of your choosing. 3 things happen; firstly they scale up in size, a fully leveled up Eldritch Sovereign is comparable to a giant. Next they get new visuals, smokey PFX appear around their bodies with embers and eventually they gain a magical crown truly living up to their sovereign names. These visuals depend on the path you choose -

Crowns.gif


A magic Eldritch Leader wouldn’t be complete without new and powerful spells and hero abilities, here are a few examples -

CosmicCastingCircle.gif

MassPhantasmalRitual.gif



The Umbral Abyss​


For this fleshy DLC we wanted to lean into the heritage of Age of Wonders 2 Shadow Magic and bring back the much-beloved shadow realm, now known as the Umbral Abyss.

Your new realm layer is setup in the frontend and in-game can be accessed by none other than a tentacle entrance :) They are essentially portals to the other world layers or between other floating Umbral Islands. The icon above the portal shows you where it leads. Notice how the Umbral biome leaks through these portals, infecting other lands -

ER_EntranceTentacles.gif


The floating islands of the Abyss contain a whole new biome to explore -

ER_UmbralAbyss_1.png


For this biome we created a new mountain set, mountains come with 3 different sizes and multiple mesh variation per size. Random rotation adds even more variation to the game world -

ER_UmbralMountains.jpg


Other ambient details like eyeball bats spawn around forest tiles -

ER_Ambience.gif



New Locations​

We’ve added a lot of new locations to the Umbral Layer, from Visit Sites with fun visuals and properties, to powerful Nodes and a new Magic Material. We threw in some shiney Pickups to boot so the Umbral Abyss is a treasure trove of places ready to be looted. This gives the new layer a distinct feel and reason to enter.

Games are not a static medium, when creating new ideas we try to push visuals with the help of particle effects, shaders and animation. Motion is an added element that breathes life into otherwise static objects, and importantly helps with readability by drawing our attention to it. For instance see how we are adding motion to these new province improvements below -

6.gif
7.gif

8.gif


Or here with the floating rocks, rising mists and runes of this new Monolith Node -

ER_Node1.gif


The cool thing about Visit Sites is we can have 2 states, active when you can go there, and cooldown after you’ve visited and taken whatever splendors it holds. It presents opportunities to add visual surprises like with the Quicksilver basin below -

ER_Well1.gif
ER_Well2.gif


The Umbral Illuminati are always watching… I wonder what happens when you visit this site…

ER_ScryingSanctum.gif


Not only are there creepy things in the dark, but we made sure there are locations of safety that fight back against this darkness. This brings a visual contrast as you seek a heaven in the depths below -

ER_SoothingShrine.gif


Shield of light particle FX -

SanctuaryCamp.gif



What other secrets are there? New visit sites, nodes and powerful pickups await.


Eldritch Dwelling​


For this DLC we made the foundations of a new system that supports unique monsters as Dwelling Rulers. We might expand upon this system down the line allowing you to interact with wildlife Monsters like Giants, Ogres and more as they rule their own Dwelling or as recruitable heroes themselves.

The Eldritch Hive comes to life, with its own monstrous leader, what dark trades can be made here? Inspired by termite spires, and a nod to the Planetfall Kirko cities, the Umbral Dwellings act as the beating heart of the Abyss -

ER_DwellingAnimated2.gif


Eldritch Dwelling event and city background -

ER_DwellingArt.jpg

ER_DwellingMeet.png



Umbral Tactical Layer​


The biome also comes with its own flavour of vegetation, from trees to small plants. Shown here are some early concepts for trees, fleshy tendrils and twisted coral-like shapes. We have limitations so units can still stand around the base and use them for partial cover. You can see how the rough concepts got translated into 3D through iteration -

ER_Trees.jpg


Here we see the vegetation in context of the game, with added motion through a combination of bone animation and shaders -

ER_Vegatation.gif


Obsidian is a material used in the game to communicate magic and power, from the Mystic weapons to the foundation of the Wizards Tower Ancient Wonder. By retexturing the rocks and cliffs to be obsidian, it really helped give the umbral layer its own flair. Here we see the Temperate Gold Node Map change into the Umbral Abyss, the textures, trees, rocks and lighting all swap out to place you in another world -

ER_Obsidian.jpg

ER_Combat_1.png


While some maps appear more natural others feel more dangerous with sharp insectoid shapes, the spawner and Dwelling maps for instance have additional sets -

9.gif
10.gif


Since we are a small team we have to think creatively to save time, this delights our producers! In this instance we had the idea to retexture roots using Substance Designer to be used as tentacles for map decoration -

ER_TCTentacleProps_Process.jpg


As it’s a top down game the ground textures make up 90% of what you see at any given time. Spending extra effort here really helps the overall visual fidelity and mood. Here are some tests with torn tendril textures, we ended up toning it down as ultimately the readability of the units are the most important and they got lost in the noise created by this texture, but still makes for a very cool look and feel. We ended up making a whole host of tactical combat maps with these new creepy assets -

ER_TCGroundTexture.jpg



Your Forms​


Fans of Age of Wonders past might recognise these 2 new forms; we brought back the fan favourite insectoid, and the Syron, albeit reimagined -

3Mounts-and-Forms.gif



The Syron

The game already has a lot of monstrous and gritty forms, with Eldritch Realms we wanted to introduce a counter to that with a beautiful form - the Syron. A race from previous game entries resembling elves. Instead of going down that road (since we already have elves) we decided to pivot them in a different direction. Initially, we leaned into something more aquatic with a squid-like form that would compliment the Eldritch leaders with strange tropical fish-like patterns or glowing deep-sea features that resembled stars -

ER_Syron_1.jpg


Ultimately they felt too alien so we continued the exploration, maybe the tentacles were more like hair? Let's try making them a bit more humanoid? -

ER_Syron_2.jpg


Further exploration in 3D, pushing more beautiful features like large eyes and designed lashes, we also start playing with varied expressions to avoid a bland look. The pointy elf ears of the original Age of Wonders Syron were brought back as well as a few aquatic details and astral body patterns from earlier sketch directions. Lastly we played with emissive hair for an ethereal feel -

ER_Syron.jpg


Since we don’t have the resources for facial rigs and animation we decided as part of the art direction to push expressions in the base heads as much as possible. This gives greater variation in the heads you can pick from and avoids the aforementioned bland expression look. This is not only apparent in forms, but you can see this below with some of the other creatures we made for the game -

ER_Expressions.jpg



Shadow Demons? Kir’ko? Insectoid!

Insectoid creatures have been a long-running feature in Age of Wonders, from the Shadow Demons of AoW:Shadow Magic, that inspired the Planetfall Kir’ko, we come full circle, bringing them back in Eldritch Realms. With this new Insectoid form you can use transformations to turn them into the original Shadow Demons, or angels, or undead etc. -

ER_InsectoidForm.jpg



Your new Story Realms​

We made 17 new illustrations for the 2 new story realms, really focussing on character-driven composition with vibrant colour design. Below is a sneak peek of 2, what do you think is happening
here?

ER_StoryRealm2.jpg

ER_StoryRealm1.jpg



Your new events​

To flavour the new Cosmic Happening events we ended up creating a new fullscreen UI. We leaned into the Empire Tree smokey tendrils as if everything is interconnected through its shadowy branches. Everything here is animated and moving from the stars and dark tendrils to the runes making the whole scene comes to life -

ER_CosmicEvents.gif

ER_CosmicHappening.png


The happenings might give new interesting enchantment visuals -

ER_Enchantment.gif


Constellation particle FX -

Constellations.gif


Or new wildlife and maps -

8CUSVPr.gif

HCCjc8O.jpeg


Or temporarily change the lighting of the World Map -

JCBb7ak.png



Your Wildlife​

You guessed it, MORE TENTACLES!

Since the Umbral Abyss is quite a dark place filled with gloom, we decided to make sure the wildlife were lighter in value - pale and fleshy with glowing hotpink kicks of colour. This way they would be readable on top of the new biome. Below we have a selection of some of the new creatures at different stages of production, through to an in-game model -

yB4Smm9.jpeg


UxIkcRz.gif


Early animation test trying to capture the feeling of a swarm, with stack scale and placement variations -
nw88l0Y.gif


Throughout development the concept artists brainstorm many different ideas, the brain creature on the right is a self portrait of a concept artist doing just that. I thought it would be fun to take a peek down the road not traveled… There are many reasons some ideas don’t pan out, from design changes to technical limitations or simply having a better idea for something. So here’s a selection of creepy crawlies that didn’t make the cut -

uzFjyos.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 -

DoQlhNQ.jpg


Tome artworks, 3 new Eldritch Realms tomes and 3 representing the new Mystic subcultures as part of the free patch -

3FqypZV.jpg


We couldn’t have an Eldritch DLC without having a reskin of the UI frame to match, you guessed it…even more tentacles -

UOLw5ec.jpg



Bonus​

New Eldritch-themed Pantheon content to unlock…

uzfPlfd.jpg



And thank you to our brilliant community, we do all of this for you! Thank you Damndirtycat for this hilarious fan art!

vyjpw772nv4d1.png



That’s all folks! We really hope you enjoy Eldritch Realms as much as we enjoyed crafting it! If you’re hungry for more art please check out The Art of Age of Wonders 4 Dev Diary and The Art of Primal Fury Dev Diary


Wishlist Eldritch Realms

Send prayers for the image server, I think it became sentient for the sole purpose of strangling us after we fed it so many pictures:
 

Attachments

  • ER_WildlifeProcess_2.jpg
    ER_WildlifeProcess_2.jpg
    127,7 KB · Views: 0
  • ER_UmbralAbyss_1.png
    ER_UmbralAbyss_1.png
    12,7 MB · Views: 0
  • 31Love
  • 24Like
  • 1
Reactions:
Adore these art dev diaries, I hope they'll continue for any new content in the future and beyond AoW4! Always enjoyed these in other games (Stellaris tend to do it, as a Paradox adjacent) just to get an idea how certain things came to be and appreciate what could often be taken for granted, particularly the Umbral Demons seems like they'd had a fair few concepts before finalizing any as they're each so wild looking!

Everything looks fantastic, the Umbral layer and the Eldritch Sovereign, it feels like this might be a peak in artistic creativity and if this is what you're capable then Triumph got an amazing artist/s that deserves to be cherished!
 
  • 3
Reactions:
Lots of great art. I'm happy that the less stringent animation requirements let sovereign rulers get more diverse body shapes, and the use of color is also great. Seems like the theme would allow for relaxing certain design rules for more visual and conceptual interest, but I guess that wasn't allowed. Tentacles definitely make sense as a default but that's a bit of a meme and easily overdone so I'm glad you guys were able to get some stuff in that's not just that. Disappointed that the syrons ended up moving back in the direction of just being elves, though. Those initial concept designs are great. Hopefully at least some of the highly colorful skin textures made it through, that style looks great when you guys do it. I know it's definitely possible to overdo but right now it's basically just on dragons, since most skin decorations end up covered up by unit clothing, and enchantment/transformation effects. I look forward to seeing what you guys got in there... Though I bet some of the eldritch transformations and stuff also look great on a more squat race like the moles and frogs.
 
"We might expand upon this system down the line allowing you to interact with wildlife Monsters like Giants, Ogres and more as they rule their own Dwelling or as recruitable heroes themselves."

yes please!
 
  • 1
Reactions: