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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
 
I bet there will be more.
I sort of doubt it. It looks like there are the different classes of ships that I would expect to see in a Stellaris game already represented in the art slides.
 
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These are really amazing. The canon character portraits are spot on! The generic ones remind me a bit of the newer humans of stellaris but very nicley touched up and with Star Trek fashion sensibilities.

I LOVE the capital pictures. That Cardassia looks wonderful! DS9 is also looking very cozy.

I hope to see ferenginar sometime, even if it's in an event picture or just related to the minor factions. Risa would also be another fun planet to have an event picture or background for! I imagine it'll get a few events, it's very much a classic setting and a really unique fun one for little events and stories.

I wonder if i'll get to go through the rotation of cardassian leaders with multiple portraits.
 
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Stellaris was once at the same stage of development that STI is now in. Look how far it has gone with all its growth and DLCs. The one thing Stellaris didn't have was the universal recognition of the Star Trek brand. I can't help but wonder where STI will be in ten years? The future looks bright.
 
Pretty small number of ships isn't it?
Yeah I'm pretty bummed by the number of ships, particularly on the Federation side. Even just a few more that really defined the era Nebula, Ambassador, Akira, Steamrunner, Sabre, Luna would have really helped with diversity... Also not sure I understand why the Galor and Keldon aren't the top of their tier instead of two made up ships.
 
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I wish the UI was a bit more tailored. "Birth of the Federation" had LCARS for the Federation and variants for each faction. This feels relatively generic. While a pure LCARS would probably feel a bit dated, it would have been nice to see it in accents.
 
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Pretty small number of ships isn't it?
Not necessarily, I doubt they can adopt the modular approach that leads to multiple different looks within a single class of ship as we see in Stellaris precisely because Star Trek fans are going to want to see the designs they are familiar with from the show. Why have different types of Romulan Battleship when what they want to see is a good old fashioned D'Deridex class Warbird? I think virtually all the Klingon designs are taken from the show, I can see K'tinga, K'vort, Negh'var and Vor'cha class vessels. Who would want strong variants on those?

Yes, it's clear they've extrapolated new ship designs to fill gaps that they had no asset from the show for, but they could hardly introduce multiple types there and then limit other classes where something from the show was going to be used. And while the Federation had multiple ship types on screen than is represented here, that would create an imbalance with everyone else if put into the game.

All in all, the number of ships is both understandable and likely a reflection of what Star Trek fans really want.
 
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I'm so freaking hyped! THIS is the game I've been waiting for since I first started watching the TNG-series in the 90s!
The artwork looks amazing!
(preordered the moment I read the first dev log)
 
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Hmm, I am a little surprised the Orions aren't a support power given their extensive involvement in criminal enterprises across the Alpha Quadrant. Hopefully in future the Orion Syndicate is added as such.
 
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Hmm, I am a little surprised the Orions aren't a support power given their extensive involvement in criminal enterprises across the Alpha Quadrant. Hopefully in future the Orion Syndicate is added as such.
Yeah I am extremely stoked for this game and almost everything I have seen has made me more excited, but the support powers roster feels pretty little light at launch (honedtly pretty surprised, I expected Orion, Breen and Gorn as support powers at minimum). Here is hoping the game performs well enough to allow for expansion.
 
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Yeah I am extremely stoked for this game and almost everything I have seen has made me more excited, but the support powers roster feels pretty little light at launch (honedtly pretty surprised, I expected Orion, Breen and Gorn as support powers at minimum). Here is hoping the game performs well enough to allow for expansion.

I hope so too. The obvious areas of expansion are more minor powers (there are some odd omissions such as the Denobulans, who were one of the first races Humans met. I think the Tamarians are missing as well), the Dominion as an alternative crisis (or an interesting ally/threat in a Cardassian game), more support powers (the Breen and Orion are clear candidates) and maybe even more playable major powers (I would not be surprised in the slightest if we see calls for the Ferengi to get a promotion. I am actually a little surprised they weren't a playable empire to begin with, as they were in Birth of the Federation).
 
If the game is successful I hope we get Delta and Gamma quadrant factions in DLC. And I think the Iconians could make for a good crisis, based on their STO portrayal.
 
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Great stuff. You seem to have covered a lot about visual aspects. Are you guys planning to share any details on audio, effects, voicing and especially music?
 
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A bit weird not to see Akira class in the game. But who knows, maybe it gets included later or modded?

Btw, where are First Contact uniforms, one of the most iconic Starfleet uniforms? Are they also Deluxe version, or?

Also, the Cardassian final stage base is a bit weird... it is basically Terok Nor on top of Terok Nor... why not go for something like this? Looks more original, and less generic...


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Hi!, will there only be 10 ship classes? considering the builder, the colony ship, the scientific one, the cargo one, the scout and in case the asteroid ship, only 4 classes remain. Different and entire fleets composed only of Galaxy, Sovereign, Intrepid, Excelsior and Saratoga classes seem very monotonous to me and not very differentiable from each other. I sincerely hope I'm wrong
 
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Maybe only ten ship classes to begin with? Don't forget that if you pre-purchased the Deluxe version, you'll also get the California class.
Do you mean to begin because then there will be dlcs? Yes, I am convinced that then they will add the others, further down the line, however I can't avoid thinking that soon we will end up with so many armies of only a couple of classes. What I'm saying is that it looks like a beautifully designed and made game, very well studied, it seems strange to me that they didn't think of one of the most obvious things, which is in full trek style to have so many ships of different classes because each one has its own characteristic, in star trek, excluding STP we have never seen fleets with ships of only one or two classes rather a "Sacrifice of Angels" style variety. Anyway as a big star trek fan I am sure I will enjoy it and have the same fun as well with armies of ships all of the same class ;)
 
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