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Stellaris Dev Diary #186: Necroid Ships & the Art process

Hello everyone!

My name is Fredrik Toll, and I am the Art Director for Stellaris. For this week's dev diary, we wanted to give you an insight into the development process of creating the ships for the Necroids Species Pack.

Let’s dig right into it!

Designing a new Ship Set
After settling on the theme, the first thing we do when embarking on designing a new ship-set for a species pack, is going through the core ideas of the species pack with our internal team of concept artists. In this case it was centered around the theme of death, and the various species who have cheated it. After the brief, we had everyone write down their association and ideas for this theme to know what everyone is thinking. This allows us to align more what it’s all about, share ideas, and inspire each other. By doing that we are able to highlight what is more important and what does not fit with the theme.

After this we do a search for visual reference to use in the concept process. These can be anything from patterns, statues, tiny objects, to buildings, whatever inspires us visually in connection to the theme. We look mostly for shapes, but also materials. Architecture is usually a great source of inspiration, they have great shapes, and a scale suitable for ship details. We try to avoid using other existing ships as reference since we want to develop something original, not just a variant of others, though they can still be a reference, if only to show what we don't want.
For Necroids we looked a lot at Art Deco and brutalist architecture, tombs, pyramids, as well as skulls, fossils and many other things. After reviewing and discussing the references we start sketching, going wide, anything goes. Sometimes they align a lot with our references, other times ideas come from nowhere, it’s all part of the process. This leads to a whole lot of Ship designs ideas. Here are a handful of those.

01_initial_concepts.PNG


Ultimately we settled on these two references as our direction. They felt like something far away from existing ships, as well as fitting well with the theme.

02_chosen_direction_01.png


02_chosen_direction_02.jpg


Developing the Style
These ships are only the start though. Once we have chosen one of the styles we did in our initial look development. We have to flesh out what those mean. These are just side-views, they do not tell you everything you know, in fact, opinions of how to interpret it can differ significantly. So we need to figure that out, as well as adapting it for the demands of the game, such as having sections, having turrets etc.

Usually we start with the Cruiser, since it’s a good mid-size ship close enough to all ships sizes that it’s relevant for all designs. You also have a fallback option, if it turns out that it looks too big, you can just use it for the battleship. If it turns out too small it will be the destroyer or corvette. Here you can see a few of the concepts from the process. It looks pretty straightforward, but it takes a lot of back and forward before we nail it down.

03_refinement.PNG


Creating the Concepts
Once you have the style narrowed down, it’s time to make all the actual concepts for each and every ship. Even though the style is figured out, each ship is a bit unique and each of them present new challenges, and new parts of the style to figure out. The civilian ships are different from the military ships. Each of the military types ships has a different size, and the style differs significantly from the corvette to the juggernaut. Each of the civilian ships has a very unique design and they have more in common with some stations than they do with each other. The construction ship and the mining station often share traits, as do the science ship and the research station.

Here are two different examples.
The science ship for instance, has a much more high tech appearance than the other ships. The process is made easier though from the work we have done on previous shipsets. Some standards have been set, the science ship for instance usually has a more “cool” appearance with a more streamline almost racing type ship. This helps us know where to aim, and apply the style on that.
Sometimes it's pretty straightforward – Let’s take the example of the Science Ship. First we start by making a couple of rough versions, then choose one of those versions, then make some more versions based on that one. We then continue the process by once again choosing one of them, refining the details to finish the design, and in the end we create an asset sheet. The asset sheet is for the 3D artist to model, and know where to apply which material. It speeds up their work a lot and makes sure everything is consistent.

04_science_ship.PNG


05_science_ship_result.PNG



Another example would be the construction ship. They are very bulky, usually described as a cargo hold with engines, and a bridge. Here we made some initial concepts. One of them we felt looked like a good idea for a transport so we got that idea for free.

06_contruction_and_transport_ship.PNG


There are so much more we would like to show. But as you can see here, there are several hundred images in this process.

07_all concepts.png


Ship modelling
After we are done with the concept art for all the assets, they are sent to the 3D artists. Figuring out a design in 3D while you are building the ships is very time consuming, so the idea is that the concepts are clear enough that the 3D artists can mostly trace the concept. There is still a fair bit that needs figuring out as you are building the ships, but the concept art does save an enormous amount of time.

That being said, sometimes the concept artist uses quick 3D models in the concept art phase. Figuring out a design purely in your head is very hard. So making a rough model of your idea, then doing some paint-over on top a screenshot can save a lot of time. The difference is that these models are not fit to use in game, since they are not modelled properly or economically.

Usually we have a 3D artist join the team in the concept phase though. As soon the first ship concept is finalized and the style is set we build that ship, and start working on the materials. We do some concept work for the materials as well, but you only really get a feel for it when you can move the camera around, and see how the lighting moves across the hull of the ship.

The Final Results
Then follows several months of 3D modeling, once done, we rig them for animation, export them to the game, and add particle effects. And finally, here are some examples of the finished ships:

08_necroid_station.png


09_necroid_cruiser.png


10_necroid_juggernaut.png
 
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I just want to thank Paradox for releasing Stellaris in 2016 and continually supporting and updating the game for all users for free. I would like to acknowledge that game development is hard and that a balance has to be made between new features, bug fixes and the realities of the real world. Again, thank you Paradox for all the great work
 
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It has been 22 months since the Megacorp debacle. 22 months. There have been hundreds of threads with thousands of very different ideas to improve performance, AI, micromanagement, etc. Many of those have been layed out in a positive, thorough and well written manner.

I am sorry but at this point, a standard response like this is rather insulting.

Btw, very nice art on those ships. A shame we can't have some for Machine Empires too.
It is very hard to hide the fact that these recent "developer diaries" have not been made by any actual developers....
I have to disagree. Everybody involved in game development is a game developer. The artists, QA, localisation, sound etc. It all contributes to the final experience of playing the game. It's all just as important.
 
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a balance has to be made between new features, bug fixes and the realities of the real world.
Wrong subforum, you might want to post this under "suggestions".

Snark aside, speaking as a software developer myself I strongly disagree. Fixing bugs should almost always take priority. Keeps customers happy and developers sane.
 
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Wrong subforum, you might want to post this under "suggestions".

Snark aside, speaking as a software developer myself I strongly disagree. Fixing bugs should almost always take priority. Keeps customers happy and developers sane.
You can't keep everybody happy. Most players don't even notice these issues, just a vocal minority on the forums. And to be fair, I'm sure these issues exist and I'm sure the game would be even better with them fixed.

But Paradox have a business to run and have to balance improving the game for everyone vs focusing on the issues of a few hardcore players. I'm sure they would prefer to do everything at once if they could.

My main issue is the way superfans act so entitled as to think that Paradox should focus entirely on pleasing them. This is for a game that has been constantly updated for free and that offers an option to go back to an older version if you prefer.
 
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*2 years have passed*
Someone on the forum: "It’s ridiculous how impatient you people are"
*2 more years have passed*
Someone on the forum: "It’s ridiculous how impatient you people are"
*2 more years have passed*
No one goes to the forum anymore

It’s obvious I’m talking about in reference to the patch coming with Necroids. After all, why wait to see the final results when you could be mad now? It’s not like Paradox regularly puts their entire patchnotes up before releasing something. Don’t be obtuse.
 
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You can't keep everybody happy. Most players don't even notice these issues, just a vocal minority on the forums. And to be fair, I'm sure these issues exist and I'm sure the game would be even better with them fixed.

But Paradox have a business to run and have to balance improving the game for everyone vs focusing on the issues of a few hardcore players. I'm sure they would prefer to do everything at once if they could.

My main issue is the way superfans act so entitled as to think that Paradox should focus entirely on pleasing them. This is for a game that has been constantly updated for free and that offers an option to go back to an older version if you prefer.
I have no idea how anyone who plays the game can not notice these issues. That is not me being dismissive of those fellow players, I'm genuinely puzzled by it.

As far as free updates go, the last playable version has not been updated in two years.

And asking to fix the broken product we've got is not acting entitled. It would be if I hadn't paid money for Megacorp and Relics, but I have.
 
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Great job on these, really liking the aesthetic!
Please, make bioships for hive minds
Obligatory statement (that probably makes up a third of my replies on this forum) that bioships do not have to be, even shouldn't be a Hive Mind exclusive.
We don't want to deploy something too risky along with the species pack,
I am now genuinely (guess if we're going with the overall theme of the Species Pack and state of the game/forums, you could say morbidly) curious about just how much more could go wrong with the (Crisis) AI if the development team were to dedicate a portion of their time working on the next free patch on trying to fix it.
 
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After all, why wait to see the final results when you could be mad now?
Except this same story has ALSO been told, over and over. "Just wait to see what the patch has, they'll probably have fixes." And yet...
 
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I really liked this insight into the design process, I've always been fascinated by concept art and hearing what the modellers and other devs intended.

I'm honestly a big fan of Necroid ships, they're very organic looking. Not quite in a bioship way (I'd still love bioships hint hint, but not complaining) but in a way that has flowing lines and forms that remind me of tusks, fangs and insects. You get the impression these ships are crafted in a dark temple, more so than mass-produced in a solar-powered factory.

I did notice at the time of writing this the dev diary had about half as many disagree reactions as agree. So maybe Necroids aren't as popular as they are to me :p

Still either way, I'm a bit sad we don't get the ships in the concept art. Maybe that accounts for some disagrees. Some concepts are just ancestors of the final design sure, but some are like "damn, I want that".
Doomish Necroids.png

Hightech Necroids.png

Specifically these, to my personal tastes. I would *arguably* prefer these over even Necroids but I understand that's my specific tastes so no harm done. I still want to try kitbashing them back to existence and hope a better modder than I models them.

Honestly I'd buy a Stellaris artbook in a heartbeat if we got to see all these designs and processes leading to these portraits and ship designs.
Well there was an artbook, but unfortunately it's noticeably outdated. It doesn't cover new ship types, mentions features long removed, and no DLC shipsets. Maybe it could be updated every year or so, since it's digital-only after all.
 
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Looks awesome. Nice Ships. Would be great on a Steam page. It would be also great if you would do an actual DD instead of just marketing. How about you talk about the things you guys actually do. I say this absolutely with hope, fix the AI, the balancing and improve the micromanagement should be a part of it.
 
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"Game is unplayable."

Meanwhile the game continues to hit ~14-20k peak players every day which is pretty decent for the gaps between updates compared to the past few years.

The game has issues, but the ~30-50 of you obsessed with those issues that go around upvoting each other and downvoting everyone else while posting the same messages over and over need to get off your hyperbole. They aren't releasing dev diary after dev diary about your perceived problems because they aren't widespread issues that most of the playerbase cares about or wants to hear about compared to actual new content. Most of us want to see stuff like this, the reveal of an amazing new ship set, PDX knows that. Not be depressed about how Bobby can't play his 3000 star modded game because his FPS drops to 30 and what the devs are doing to try to fix that awful gamebreaking problem.
 
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"Game is unplayable."

Meanwhile the game continues to hit ~14-20k peak players every day which is pretty decent for the gaps between updates compared to the past few years.

The game has issues, but the ~30-50 of you obsessed with those issues that go around upvoting each other and downvoting everyone else while posting the same messages over and over need to get off your hyperbole. They aren't releasing dev diary after dev diary about your perceived problems because they aren't widespread issues that most of the playerbase cares about or wants to hear about compared to actual new content. Most of us want to see stuff like this, the reveal of an amazing new ship set, PDX knows that. Not be depressed about how Bobby can't play his 3000 star modded game because his FPS drops to 30 and what the devs are doing to try to fix that awful gamebreaking problem.
Right, because that's what people are complaining about. Not literally nonfunctional major elements of the game, no siree.
 
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Right, because that's what people are complaining about. Not literally nonfunctional major elements of the game, no siree.

Exactly my point. When you exaggerate your issues to the point of such ridiculous hyperbole nobody is going to take you seriously. "Literally nonfunctional" yet tens of thousands of people playing the game every day don't seem to have that issue, or it's not bothering them? The only non-vague issue any of you has mentioned in any of these threads is the AI ships stuck in a loop going back and forth between two systems, I have seen that, it happened once in about 50 hours of playing and I fixed it by doing a reload. Literally unplayable. How dare the devs not make 5 dev diaries in a row going into detail about how they are going to fix that totally non-trivial issue.
 
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Exactly my point. When you exaggerate your issues to the point of such ridiculous hyperbole nobody is going to take you seriously. "Literally nonfunctional" yet tens of thousands of people playing the game every day don't seem to have that issue, or it's not bothering them? The only non-vague issue any of you has mentioned in any of these threads is the AI ships stuck in a loop going back and forth between two systems, I have seen that, it happened once in about 50 hours of playing and I fixed it by doing a reload. Literally unplayable. How dare the devs not make 5 dev diaries in a row going into detail about how they are going to fix that totally non-trivial issue.
You can close your eyes and clasp your hands over your ears and pretend the problems aren't there, or are being blown out of hyperbole. That does not make the problems any lesser, and the game continues to be lesser for their 2+ year-long existence.

Read my lips. Non. Functional.

Haven't seen the ships go in a loop? Sure. Nor have I. You know what I've seen? Crisis constructors wandering back and forth across their territory rather than building to the next system over. AE whose awakening used to bring them from Superior to Overwhelming now merely going from Pathetic to Inferior, maybe Equivalent if they go War in Heaven... and unless they do, they just sit around twiddling their thumbs and pick almost exclusively on fallen empires. 25x Crisis, at 2250 endgame date, being stomped like they're nothing.
 
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They seem like they'd be perfect for the Shadowy Arthoproids as well. I use that species for my friendly, agreeable social democratic civ, and of course I'll be adding these ships in to complete the picture.

Odds are good I'll be picking this up. (Once the aforementioned current issues are resolved, of course.)
 
You can close your eyes and clasp your hands over your ears and pretend the problems aren't there, or are being blown out of hyperbole. That does not make the problems any lesser, and the game continues to be lesser for their 2+ year-long existence.

Read my lips. Non. Functional.

Haven't seen the ships go in a loop? Sure. Nor have I. You know what I've seen? Crisis constructors wandering back and forth across their territory rather than building to the next system over. AE whose awakening used to bring them from Superior to Overwhelming now merely going from Pathetic to Inferior, maybe Equivalent if they go War in Heaven... and unless they do, they just sit around twiddling their thumbs and pick almost exclusively on fallen empires. 25x Crisis, at 2250 endgame date, being stomped like they're nothing.

And yet youtubers like Lathland are able to release constant interesting content revolving around early high crisis playthroughs. Hmm.

"This isn't hard enough for me." Is not the same thing as, "Literally nonfunctional."
 
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