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Dev Diary #38: The Art of Ways of War

Hi everyone! I’m Elle, 2D Artist at Triumph. “The Toms”© have allowed me to ramble on about everything art, so get a cup of coffee or tea (the latter would be more thematic) and join me on this grand showcase of The Art of ‘Ways of War’!

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Image description: Ways of War teaser image, showing the Blossom node TC map in the foreground and an Oathsworn city in the background.

Oathsworn Culture​

The Oathsworn culture was inspired by east asian mythology, fantasies, and theater. Since Age of Wonders 4 is a fantasy 4X, historical accuracy is not the priority. It was important for us to be respectful of the real-life cultures and history that inspired us, while focusing on creating a fantasy that fit into the existing AOW4 universe.

We started the Oathsworn culture exploration with sketches close to their real life inspirations:

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Image description: Early thumbnail concepts for the Oathsworn Culture.

At this stage we place most importance on creating a diverse lineup that is easily distinguishable in tactical combat. In order to do so, we break the characters down to their most basic shapes (literally - peep the Minecraft looking breakdowns underneath the drawings). More explorations:

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Image description: Early thumbnail concepts for the Oathsworn Culture.

If you’re wondering what the little numbers under the concepts mean in that image (I get it, I’m nosy too); those are counting how many unique tops, bottoms, and shoes the 3D character artists will need to make.

The Oathsworn culture introduces 8 new units, for which the workload would be immense if they all had entirely unique models. We’d rather spend our time on some really cool & standout pieces than 8 variations of shoes! With clever reuse, we can cut the work time down to about 5 days total per unit model: roughly 3 days to get the model in game and another 2 days to polish, tweak textures, adjust the skinning, and fitting the outfit to all the different forms and transformations (viva la modularity). :’D

We also did some exploration of the Oathsworn that went in the direction of intricate fabrics & segmented armor pieces:

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Image description: More detailed concept explorations of 5 units.

But ultimately we decided that this direction was edging too close to the High culture aesthetics, which shares a lot of the visual language space we were exploring. Both are order cultures, but they have very different views on what constitutes ‘order’. We wanted the Oathsworn culture to look more conditioned for war, as ‘Ways of War’ might suggest ;)

So another concept pass was done (this one done by our art director Rich) and that’s where the culture really clicked for us. It felt different enough from what we already had in game, but perfectly fit in with the existing AOW4 universe. We brought this straight to our 3D character artist Geertje, who worked out the details with photo references and paintovers. See how the units changed between that last 2D concept pass and the final 3D:

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Image description: Side by side comparisons of the concept art and 3D of Oathsworn culture units.

All of these units also needed new weapons, which were made by our 3D Artist Lara. Two of these are Free Patch pantheon unlock variations, let’s see if you can guess which are which!

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Image description: Finished weapon models for Oathsworn Culture & Pantheon unlocks.

As we were exploring the new weapons, our animator Michiel started fighting ghosts in the office.

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Image description: GIF of Michiel swinging a long wooden sword in the office.

I asked him if he was okay, and he responded:

“The new weapon types and fighting styles (punching!) require unique animations. Animating martial arts and historical fighting styles can get very complex. So it is important to film good reference material. Luckily we have a wooden sword lying around at the Triumph Studio office. It was the perfect prop to act out the Avenger’s Helmsplitter ability!

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Image description: GIF of the Avenger units’ Helmsplitter animation, a heavy downward swing of the sword.

And before I could bring my concerns about this sword-swinging to HR, he clarified: “Yes, sometimes I’m scared of hitting things (or coworkers!) when swinging the wooden sword around. But in those cases I’ll swing a pen instead of the wooden sword. Safety first!”

See the pen blade, uhm I mean Honor Blade, in action:

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Image description: GIF side by side of Michiel’s reference footage and the Honor Blade’s Defensive Strike, a cross-legged jump with a stretched out sword strike.

Oathsworn City​

No culture is complete without city assets! When researching east asian architecture we really fell in love with the roofs, so that was the primary element we wanted to highlight and exaggerate. The early concepts by Rich:

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Image description: Early concept for the Oathsworn city + a subculture variation.

The city tiers were especially influenced by the beauty that is Thai temple roof tiers, where the more important a building is, the more roof tiers it’ll have. Fully an aesthetic choice rather than it being functional, and as artists we can’t get enough of useless aesthetic choices :D

You’ll see that exact concept in the city tiers, where an additional roof tier is added for each city tier. Here are the comparisons between the subcultures’ Tier I city and Tier IV city, modeled by our 3D environment artist Tom:

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Image description: In-game screenshots of Level 1 and Level 4 Oathsworn city models.

There’s also a ton of work to be done for the Oathsworn city sieges, as we need unique wall and house visuals with destructible variants. Lara did all the work modeling these as well as creating unique textures, check out the cool sculpted dragon detail!

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Image description: One of the new materials made for the siege map, its use in-game shown on the left.

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Image description: Different house and tower model variations.

It’s super satisfying to see all these assets come together and get to enjoy them while my units get absolutely smashed into the ground because of my poor strategic planning and inability to make friends (not quite sure I’m still talking about the game).

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Image description: GIF of in-game siege battle footage.

Lastly for the Oathsworn culture, I’d like to mention the crests that you see in the subculture icons:
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Image description: Oath of Harmony, Righteousness, and Strife subculture icons.

The Oathsworn are so dedicated to their oaths that they also want everyone they meet to know what they are sworn to. Inspired by Japanese Kamon, we liked the idea of each subculture having a (family) crest they can wave in battle. These crests are available as banner icons, but also show up in an immense amount of places in-game. Initially they were just intended for use in the culture outfits, but when you play you’ll find traces of them everywhere!

Check out how Sara, our 3D environment artist, integrated them in the ‘School of {Subculture}’ special province improvements:

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Image description: Concepts of the ‘School of {Subculture} SPI’s at the top, and screenshots of the in-game models at the bottom.

They also show up in spells and abilities, I imagine Ana might’ve gotten sick of looking at them…

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Image description: The ‘pledge’ unit enchantments shown on a Goretusk Piglet, which grant the cultural devotion mechanic to non-cultural units.

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Image description: The ‘seal’ link effects, inflicted by the Sealbearer unit.

And many more places, but I’ll leave the rest to you to discover in-game! As a hint, you might find them in the units and city assets too ;)

The Tomes​

Luis has already given you the rundown on the 4 new tomes (technically 7) that come with Ways of War, but I wanted to cast an additional spotlight on the three ‘technically also tome books’; the culture tomes!

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Image description: The finished tome art for all three subculture tomes, from left to right: Harmony, Righteousness, and Strife.

Every culture and subculture comes with a tome, and although not present in tome selection, you can still find these in the encyclopedia or your tome library! The art for them was made by our 2D and concept art intern Alex. Here’s the start to finish process:

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Image description: Concepts for all three subculture tomes, starting with concepts on the left and with the finished tome on the right.

Alex played around with how we could incorporate those subculture crests that I talked about earlier without losing the feeling & themes of the tome. The Harmony tome was inspired by zen gardens, the Righteousness tome is a playful depiction of the Avenger units’ gear kit, and the Strife tome is all about the subculture’s affinity with fire and brute force.

The Forms​

You’ve seen glimpses of them already, but now formally introducing: The Simian and the Ogrekin, made by our 3D character art team Robin & Geertje as well as our intern Isa:

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Image description: In-game visuals of the Simian and Ogrekin forms in the Physical Form selection menu. The Simian have slender bodies with prominent ears, mouths, and skin patterns. The Ogrekin have muscular bodies with prominent teeth and multiple horns.

To us, it seemed obvious which forms we needed for this expansion. You’ll recognize the inspiration we took from Journey to the West, and folklore such as the yōkai. These forms hope to fulfill two very unique fantasies as they inherently take such different approaches to war, diplomacy, and ruling their realms.

The Simian are quick, organized, and unbeatable in spirit. Their appearance is characterized by prominent ears and mouths, as well as a variety of skin patterns & decorations. The Simian come with the new free patch 1-point form trait Cheerful, which increases Morale gain. This trait came from wanting a form that was “cheerful” in personality and use, but would still allow players to make ruthless and bloodthirsty Simians in appearance.

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Image description: Headshots of 10 different Simian Rulers, sampling some of the available customization options.

The Ogrekin, on the other hand, would not be praised for their swiftness. They are big, brutish, and dominate with a fiery spirit. The latter is entirely literal, as they come with the new free patch 2-point form trait Inner Fire, which increases their fire resistance and makes melee attackers sustain fire damage. Their appearance is characterized by a multitude of horns and teeth; sharp & stabby was the memo.

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Image description: Headshots of 10 different Ogrekin Rulers, sampling some of the available customization options.

Inner Fire is not the only new free patch damage type specific form trait, we liked the concept of this so much that we added three of them ;)

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Image description: Inner Fire, Inner Frost, and Inner Lightning form traits. All cost 2 trait points and give +3 Elemental Resistance and make the attackers sustain 3 Elemental Damage.

By the way, both the Simian and the Ogrekin come with tails, but as part of the free patch any forms with tails now have a tail slider that changes the length of the tail or removes it entirely. :)

Wildlife​

The process of creating a unit is never linear. In theory the pipeline should be design -> concept art -> 3D -> animation -> VFX -> done. But in each step we get informed and inspired by each others’ decisions, and the Accursed Ogre (from Tome of Calamity) was a great example of this.

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Image description: 5 progress pictures of the Accursed Ogre. 2D head concepts, full 2D concept, and then three versions of 3D & VFX with increasing polish.

The first iteration of the sculpt may have been closest to the concept, but we felt like it was missing something. There’s no need to go back to making new 2D concepts, we can simply paint over the 3D or try out changes directly in 3D. We found that adding tattoos to the upper body and hue shifting the red to a cooler tone really helped enhance the contrast around the unit’s face and pull attention to the new Ghostfire FX, made by Ana:

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Image description: Accursed Ogre in the encyclopedia, showcasing the Ghostfire FX.

Whereas the troubleshooting happened mostly in 3D for the Accursed Ogre, our exploration for the Radiant Guardian (from Tome of Prosperity) was done mostly in 2D. We started off with a different idea entirely, thoroughly exploring feline and canine concepts inspired by Chinese guardian lion statues.

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Image description: 2D concepts of the Radiant Guardian inspired by Chinese guardian lions, all four-legged with big teeth and golden decorative elements.

Although we loved this idea, there was something that we (and especially our concept artist Ollie) loved more. This other creature kept popping up in our research and rent free in our minds. “Turtles…, turtles..., turtles…”, the voices chanted. Louder and louder, until Ollie’s brain exploded and out came my personal favorite unit:

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Image description: 2D concept front and back of the Radiant Guardian as a turtle, with a horned mask as shell.

Once we saw this concept there was no going back! Having plenty of canine and feline wildlife units already but not a single turtle (the shame!), it was an easy call to make. We also got the opportunity to add some fun animations such as a unique defense mode:

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Image description: GIF of the Radiant Guardian’s defense mode animation, where it jumps into its shell.

And butterfly FX added by Ana, because that is exactly what it was missing:

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Image description: Radiant Guardian in the encyclopedia, showcasing small butterflies flying around the unit.

Miscellaneous​

I have spent entirely too much time talking but there’s still art left to show so I’ll just quickfire some last DLC content highlights for your enjoyment!

A new blossom node + tactical combat map made by Tom with an accompanying event image (which also has some cool falling leaf FX by Ana):

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Image description: GIF of Blossom Node TC map in-game.

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Image description: Blossom Node ‘surrender’ event image + how it looks in context in-game.


A new wooden UI Skin made by Alex:

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Image description: Ways of War UI Skin elements, carved wood adorned with rope & coins.


And finally finishing off the DLC showcase with the inspiring designer words, “we need another icon”:

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Image description: Varying icons made for Ways of War.

Free Patch​

You might notice some visual updates in the free patch as well, of which a lot have come from suggestions that you, the players, have made. If you ever have any art-related feedback or suggestions, please continue sharing them in the forums! We are watching you (ominous tone) and value your feedback! Here are some of the free patch visual update highlights:

Robin, our lead 3D artist, updated the lighting in the front-end. We agreed with you that it was sometimes really hard to see your ruler and units with how dark this screen was.

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Image description: Before (left) and after (right) of the front-end faction selection screen.

New faction customization interface, because we were just as sick of the sliders as you! Sliders work well when options are on a sliding scale (such as ‘Head Size’ or ‘Tail Length’, seen in the image below), but not so much for helmet or outfit options. In those cases, we’ve now replaced the sliders with icon previews.

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Image description: In-game screenshot of the customization item icons being used in the place of sliders.

In early AOW4 development, we’d considered making 2D icons for all the customization options. But the workload of this would be huge, and it’d limit the amount of options we could add in the future as we’d always have to reserve extra time for making 2D icons. Our principal 3D tech artist Allert was instead able to set up 3D item previews so they’re grabbed automatically, and won’t give us additional work when adding content in the future. This system should also work for mods.

Next, the weapon enchantment visuals were updated by Ana. The old enchantments were visually overwhelming, especially when combined with other enchantments and transformations. The new enchantments should allow you to better maintain the visuals you intended for your ruler, while also just looking better overall!

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Image description: Before (left) and after (right) of the ‘Lightning Blades’ enchantment visual.

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Image description: Before (left) and after (right) of the ‘Flameburst Weapons’ enchantment visual.

We also did some much needed accessibility updates for the color blind. There were some particularly egregious places where we used red and green to distinguish between important elements, which obviously makes the difference impossible to see for those with red-green colorblindness. You’ll find visual updates in the enemy combat banners, tactical hazard icons, and the battle prediction colors.

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Image description: Added visual distinction in the form of spikes to the TC unit banners, which previously could only be distinguished by color.

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Image description: Added visual distinction to the TC hazards, which now use up/down arrows for positive/negative warnings respectively.

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Image description: Tweaked colors on the battle prediction bar for better visual contrast.


And as a last highlight, the much requested option to disable the angelic transformation glow!

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Image description: ‘Angelic Transformation’ major transformation with visuals enabled (left) and disabled (right).

Just like that, I’m all out of images! I hope you enjoyed this behind-the-scenes look at what the art team has been up to, and most of all I hope you enjoy playing with the new content. :)

The wait is almost over, as the Ways of War content pack and Tiger Update free patch release on the 5th of November!


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Fantastic work, as always! The new wildlife units look beautiful, and the armor and architecture design of the new culture does too. And god, the customisation previews are GODSEND.

I have one request/complaint, tho, which is related to the "fog" during faction creation. Did we really need to set it up to a 100? Back units are no longer visible and, in some cases (such as nature fog), it "taints" the whole faction way too much. I wish we could select the type of ambience lighting during faction creation.

Keep up the good work!! Excited to play the new expansion.
 
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Amazing changes to transformations/enchantments!

May I ask that these also stop changing my heroes hair colour?
And the armor colour as well :)

#topic:
When I see the art dev diaries, its always sad to see how many awesome designs did not make the final cut. One wishes you had unlimted time and ressources!! The lion for example looks just fantastic. The art team does an awesome job like always!
 
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I think it's never said enough, but Triumph art team is phenomenal, the presentation of the game is simple top of the market and i never get tired of just admiring your work. Really great job.

I specially love the new sword animations to fit into the new style of east asian swords, and i can't wait to see them in their full glory, but if there was one thing i still wanted to give as feedback, is for the iconic western greatsword idle animation could be somehow preserved, if only for their feudal rulers or that model itself, i think players grew quite attached to it as read on the discord, but i understand it may be too much work for such a niche thing, but regardless, really grateful for my favorite game have such a great art team.
 
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Woah, those are probably the best culture tome icons in the game right now. (Righteousness tome has a bent sword tho xD)
Also dang those lions look cool, would be great to have those in one way or another.


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Can you do the same for Demonkin, so the transformation doesn't paint their armor black when disabled.
 
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That's it. I deleted all heroes in my Pantheon and i'll start every Story realm over.
 
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Some fantastic work done in this update; from the unit designs and racial forms, to architecture and animations, even down to the new icons and UI elements. Particularly like the new VFX for enchantments and change to the Angelic transformation (that Frost Blade effect looks so good!) Great stuff all around.

Michiel also looks like he's having a blast at a very fun job. XD

On the topic of visual updates and changes, is there any chance we might see mounts get some small tweaks and changes at some point? None of the mounts you unlock through the Pantheon system (Lions, Tigers, Panthers, Stags, Sabretooths, Hounds, etc) or those added through free updates/patches (Bears, Raptors) have any armour/accessories (bridle, saddle, trinkets, etc), whereas nearly all of the base ones do. Also, when you select the "Mount Masters" racial trait, many of the mounts used by the newly-mounted lack the armour/accessories they probably should have. Some of them do when you pick the "Nightmare Mounts" or "Unicorn Mounts", but others don't, which I think might be a small discrepancy.

Minor nitpick of mine, but hopefully it's something the team can look at in future.
 
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Really fascinating inlook into this side of the work! But lul at the title of the diary :D "The Art of the Way of War" sounds like a ripoff or sequel to Sun Tzu's "The art of war"!
 
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Wanted to say here too, I like the more subtle weapon enchantments! It also gives the designers room to reintroduce them for monsters that might narratively fit the idea of them having furious blazing spell-empowered weaponry. Such as a one-off foe in a gold wonder.

As a current example, try the phoenix with the frost melee enchant. Its a sharp contrast that would work wonders for a Big Deal Foe.
 
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All of this is so exciting! Is it bad, though, that one of my favorite updates is making the custom faction screen brighter so you can actually see your new ruler? :D:D Like, that is an improvement I did not realize I needed until seeing the difference here. Thank you so much!! Cannot wait to next week!
 
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Love that you are making these art blogs as otherwise some neat stuff would hide under radar. Sometimes it's a bit sad that some concepts didn't make into the final game (the feline/canine units look nice), but that's part of the process and at least they won't be completly forgotten.

You managed to put in so much character with only one "Asian" DLC that I almost feel an entire new layer to the game was added. More variety to make this game even greater!

PS: On a side note I love how this game has so many customization options that I always discover some new, interesting variants just by going through screenshots from the blogs, Steam page etc. While 90% of the time I already have a new Leader concept in head (like a "goat shaman that summons storm crows and bellows lightning" etc :p), yet sometimes I use the randomzier for inspiration.
 
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I love this. Its really intresting to see how things developed and i think you all made a fantastic job. I already know ill be a wreck for work at the 6th as ill do the usual "just one more turn" when the patch is released on the 5th.
 
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Looks amazing and i especially love how you are not only working on the new stuf, but also keep improving old things like the new positive and negative warnings etc. Thanks!
 
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The expansion was a thing of beauty, but there was a glaring problem. :p
The Kendo stance was incorrect. In kendo, one do not switch legs when advancing, they push with the back leg.
Certain lunging attacks and retreats are exceptions, But this is a rule. According to GPT.
「剣道の基本的な攻撃の動きでは、前の足はそのまま前に保ち、後ろの足を使って体を進めます。この動きは、例えば「踏み込み」と呼ばれるものです。振りながら、後ろの足で前に進むことで、攻撃の勢いを増し、相手に対して圧力をかけることができます。」