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Developer Log - Stardate: 23743.9


The Artistic Vision

In today's Dev log, I will discuss the artistic vision and the decisions made to respectfully expand the franchise, and showcase the extensive content that made this game possible.

To grasp the intricacies of our artistic decisions, it is essential to recognize that this game offers four distinct gameplay perspectives. Crafting a tailored user experience for each of these major powers stood as a paramount factor in shaping the development of each asset. This challenge presented an incredible opportunity.

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The artistic vision of Star Trek: Infinite focuses on five core pillars that make up the visual proposal of the game.

The first of these pillars is Consistency. We wanted the Star Trek IP to be presented in a respectful, consistent, and synergistic way, to better help us visualize the wondrous universe of grand strategy games. These three key elements will help us analyze the treatment to give to each of the artistic elements integrated into the game. Each of the assets must fulfill these three purposes, without exception.


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This brings us to the second pillar, Classic Trek. The goal is to fulfill trekkie expectations so that they are comfortable with, and can identify with, the use of the classic IP vision for the game. Establishing this rule greatly simplified our decision-making when choosing the characters, the places they occupy within the canon (both for the actors and the audience), the models of the ships, and above all, faithfully representing the source material, as the franchise was built over many decades.

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In order to apply all of this correctly, another pillar, Stylization, is defined. In the spaceship stylization for this type of strategy game, legibility will always be prioritized, and will respect the IP boundaries. One of the biggest challenges in the styling proposal came with the 3D models of the ships and structures. Although I was aware that the ship designs had to be adapted to be able to be used in the game engine, the methodology that was used when reducing information was to reverse-engineer the key elements of each design, extract them, and preserve their essence in the redesign.

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For the design of the new models, this same criterion was used. A deep research and analysis was done on the structure of the original models, in order to interpret and replicate the decision-making in the designs that made this franchise great.
Regarding the multiple aspects of gameplay, each piece of art corresponds to a different perspective of the game, while some have shared use across all four. This encompasses 3D models, event illustrations, loading screens, iconography, mini illustrations, portraits, VFX, and more.

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Taking into account that style makes functionality, we find the next pillar, Gameplay First. The UI must always inform gameplay first, in each of its decisions. The user experience posed a great challenge to us, since we had to define an artistic proposal for the user interface, sufficiently clear and defined, that could coexist with realistic graphics support, with a 90's photographic style.

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The influence of the original interface used in TNG, combined with some of the most current graphical resources of the franchise, made it possible to achieve a clean and flat style topped with gloss resources that make a high-end interface emphasizing functionality. Both for the iconography and the mini illustrations, functionality is always prioritized. The same applies for the VFX and animations.

In terms of diversity, this was one of the most crucial aspects to consider when creating content, as the franchise has prioritized it since its inception. To achieve this, we collaborated closely with Paramount to carefully curate and define both the event content and the character portraits.

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Finally, we find the last pillar, Faithfully Representative. The informative and functional content of this kind of strategy game will be enhanced by the Star Trek IP and its components. The visual content of the original TNG series will be used as faithfully as possible in each artistic decision.

End Log,

Maximiliano Dajtscher
Art Director for Star Trek: Infinite
 
Love it!
Nothing more to say :)
 
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The art looks good and the direction is great.

My other takeaways;

1. I'd like to be seeing more ships, but that's probably being greedy.

2. I'm surprised to see some of the "end game" missions, up so early in the mission tree ~ I'm guessing the star flicker (Romulans) is their end game star kaput event.

Makes me wonder if they require conditions to unlock and start, rather than you electing to start a mission and then achieve the requirements (does that make sense?)
 
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2. I'm surprised to see some of the "end game" missions, up so early in the mission tree ~ I'm guessing the star flicker (Romulans) is their end game star kaput event.

Makes me wonder if they require conditions to unlock and start, rather than you electing to start a mission and then achieve the requirements (does that make sense?)

That is a side track on the Mission Tree, there are events that need to be done alongside the choices in the Mission Tree, and they play over the course of the game.
 
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This looks amazing. Love the art direction. I especially really like the fact that you had talks with Paramount to ensure accuracy.
 
I love it. It looks just like I remember TNG looking (as opposed to how it actually looks). That Cardassian max-level starbase just makes me giggle though.
 
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This all looks really good! Looking forward to seeing those main menu screens in motion.
Can't help but notice the federation has one additional ship model over the others.
Do we get to pick between the two Starfleet uniform styles if we get the deluxe edition?
 
What kind of material do you have access to? Especially wrt to alternate ship designs and such? Can we expect to see some of the STO ship designs for instance? (if only those that were later canonized)
 
So your 4 art pillars are "the UI should be good", "let's pander to old trek fans", "let's really pander to old trek fans" and "boy, I hope they understand we are not new trek!".

Looks awesome though :)
 
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