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Stellaris Dev Diary #342 - The Art of the Machine Age (Part I)

Hello everyone!

Today the art team will show you some of the amazing stuff coming in The Machine Age on May 7th. It's available for pre-purchase now, on its own or as part of Stellaris: Season 08.

I'll turn it straight over to them!

The Art of the Machine Age (Part I)​

Hello!

My name is Felix and I’m one of the concept artists working on The Machine Age ascension pack for Stellaris. In this dev-diary, we’re very excited to present some art from the new playable species and shipsets that are coming with the DLC. A ton of work has been put in by everyone on the art team, and we’re thrilled to finally be able to show you some!

Portraits​

Reactive portraits

For the Machine Age, we decided the current system needed improvement to achieve the experience we wanted for ourselves and the players. This resulted in, among other things, an improvement to our portrait system that now allows you to see your species' cyberization progress through several stages. We have also made an entire set of ascended synthetic portraits that share close ties to their biological predecessors, to address players not feeling as connected with their new metal bodies


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A look at one of our final species for Cybernetics (three ascending stages).

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Here is a look at one of our synthetic species, going from organic to fully robotic.

Inspiration

We saw a lot of potential in making the cybernetic species relatable and letting their augments shine by adding to the current familiar lineup of species that are already in the game. Some designs started with their characters, while others evolved around a specific idea for a cool cybernetic augment. It was important for us to have as many different components as possible and create a unique and diverse array of species.

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A snippet of different ideas for the cybernetic species development, a few from very early and some close to final.

Early character concepts and development

When brainstorming portraits ideas for this pack, we took a lot of cues from earlier species and tried to add a few in each category. Since the main show is the cybernetics and robotic parts, we felt like it was best to go with already familiar traits when working out the designs, putting the focus on the cyberization and synthesization of the different species. Here are some early sketches that we went through on our way to the final portraits.

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Concept art for some early species development.

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More concept art for some early species development. Can’t believe this is the first moose inspired species, as a Swedish developer!

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More early species development.

After we nailed down the look and development of the base characters we worked on the variations and uniforms for each of them, some species have the same uniform and some have unique setups that change after synthetic ascension. This DLC also features some freshly made humans, and yes, they have new hairstyles!

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New human portraits, ready for a journey down the cyber path.

Challenges

Getting to this point proved quite a challenge, with plenty of limitations to overcome. Making conditional assets work within the game engine and the randomly generated nature of stellaris species required input from programmers, animators and multiple artists.

Eventually we landed on a system that would mostly keep our current workflow intact, although with a much larger asset library to manage. In general, we were able to freely place assets where we wanted with only a few limitations holding us back. Below is an example of the process we call paperdolling, where species are cut up and exported to be reassembled with animation. This must be done for every color change, hairstyle, cybernetic piece and outfit per species, all of which needs to work together.

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Example of the portrait paper doll workflow, with the implementation of masking out parts of the base character when the cybernetic augments are present. An assembled version of the same species can be seen below.

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What we are left with after The Machine Age is an exciting update to the portrait system that we are eager to use going forward. We hope you enjoy the work we put into these, either as you slowly upgrade your way to a cybernetic society, or ascend into tailor made synthetic forms.

Next up- Lloyd will take you through the journey of designing the cybernetic and machine shipsets found in The Machine Age!

Shipsets​

Hi, I’m Lloyd and I'm a concept artist working on Stellaris: The Machine age. I'll be taking you through some of the development process for the two player shipsets in this ascension pack.

Machine Shipset

Finally robots are getting their own dedicated shipset! Because The Machine Age would be incomplete without ships for machines. These ships are designed to appear like they are operated and inhabited by synthetics. On most of the designs you can see an AI core in place of a traditional bridge. They also have far fewer windows than most other ships, implying a high level of automation. With all that machinery things are likely to get hot, so a key design element for this shipset is large glowing radiators to dump excess heat into space.

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The machine shipset.

Let's take a deeper look into the design process behind one of these ships, the machine science ship. The first thing we do when starting work on a shipset is establish the general shape language of the pack. Here you can see some early development sketches for the ships.

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Early sketches for the machine shipset.

Once the visual language has been hashed out we move on to individual ship designs. The science ship is always a fun one to design as it does not have turrets or sections, so there are fewer limitations on the shapes we can use. Here are several stages of the design of the machine science ship.

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Development sketches for the machine science ship.

Approved sketches are then rendered out into final concepts, showing all the angles that we need.

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Final concepts of the machine science ship.

With the concept completed we move to 3D. The team turns the design into optimized assets that work with all of the game’s technical requirements. The science ship was worked on by 3D artist Tim Wiberg. Tim and the rest of the 3D team also create the textures for the whole shipset, making sure that we get a consistent look across all ships. For the machine ship textures we wanted to go for a clean, refined, machine-precision look. The hull patterns that change color depending on your empire colours are designed to give the impression of circuitry.

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3D work on the machine science ship.

After the 3D model is complete there are still a couple steps left. The science ship is one of the few ships in stellaris that has animations, meaning we can add some interesting motion to show the ship doing science. We also need to hook up VFX to have the ship's engines glow correctly.

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The machine science ship in-game.

Cybernetic Shipset

Let's have a look at the other shipset in The Machine Age, the cybernetic shipset! Perfect if you're a species looking to mash up your boring biology with some sweet, sweet chrome. For this shipset we were heavily inspired for the shape language of classic cars and retro tech.

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The cybernetic shipset.

Here are some early sketches from when we were still looking for the style of the ships.

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Early sketches for the cybernetic shipset.

The following sketches show the development of the cybernetic battleship. You can see at this point the shape language of the pack has been established. Lots of blocky shapes with rounded corners were used to give these ships a sense of strength and toughness.

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Development sketches of the cybernetic battleship.

Here’s the final concept for the Cybernetic battleship - affectionately known to the art team as the flattleship. You can see that as Stellaris warships are modular, we have to design a bunch of different sections that all have to fit together. It's quite fun but it adds a lot of time and problem solving to the process. One of my favorite features of the cybernetic battleship is the hangar mid-section which has an aircraft-carrier-like ramp for the strike craft to launch from.

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Final concept of the cybernetic battleship.

Warships are also more complicated on the 3D side, where the multiple sections have to be modeled to all be compatible with each other. We also have to take into account turrets, which need to fit with enough clearance, and accommodate both projectile and missile launchers. For the textures on the cybernetic ships, we wanted an emphasis on shiny metallics, and a bit more grungy-ness than the synthetic ships. The cybernetic battleship was also modeled and textured by Tim Wiberg.

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3D development of the cybernetic battleship.

All the cybernetic ships include animated lighting strips that show a pulse of light that propagates down the length of the ship, often forming a character line that resonates with the rest of the design. For the battleship the light strips are either side of the ship’s central trench.

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The cybernetic battleship in-game in all its forms.

Thanks for stopping by for this brief look into the portraits and shipsets of The Machine age! We have put so much work into this expansion and we can't wait to see what you think of it. We hope that this little taste of the art has you excited to ascend towards mechanized mastery and conquer the galaxy as a synthetic or cybernetic civilisation in Stellaris!

StellARTis​

Hello everyone, Community Manager Aurora here!

We’re happy to announce that we are holding our second-annual StellARTis competition!

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This year’s theme is “Everyday life in The Machine Age”. We will be accepting submissions on X (Twitter), the forums, and discord from now until May 6th at 1300 CEST.

You can find out more in the forum thread. We look forward to seeing what our community comes up with!

What's Next​

There's so much to show that we'll have another Art of the Machine Age dev diary post-release.

Next week's dev diary is The Machine Age and 3.12 "Andromeda" Preliminary Release Notes, and next Thursday at 1430 CEST we will be on /r/Stellaris for a Reddit AMA!

See you then!
 
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Your work is beautiful Art Team, always impressive. Once again I am humbly requesting a planetary tile showing some alien wales, similar to the Rockworm Hive tile. Kind regards, DeeMc.
 
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I wish one day we will have all portraits updated to current standards - to handle cyber/synth and different outfits. Honestly Id pay for this gladly.
It won't happen and it's one of the reasons why we need Stellaris 2 at some point. Lots of stuff like that would just be much easier to do in a new game, rather than by trying to tweak a very old and janky one into doing what they want.

The post by the artist working on the portraits in this thread is quite telling imo. It's great that they (finally) managed to add reactive portraits, but even that was complicated by how portraits are "modelled".
 
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I don't want to diminish the great work here, but is there any reason we need a whole week for the art here? Couldn't you drop it a few days early or in a youtube short (as you have done with other art) and release the expansion closer to the final game play related diary?
 
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It won't happen and it's one of the reasons why we need Stellaris 2 at some point. Lots of stuff like that would just be much easier to do in a new game, rather than by trying to tweak a very old and janky one into doing what they want.

The post by the artist working on the portraits in this thread is quite telling imo. It's great that they (finally) managed to add reactive portraits, but even that was complicated by how portraits are "modelled".

Back in 2-x versions of the game I made couple of mods with reactive portraits for several species. I managed to do while not even being an artist myself, simply through reusing existent assets.
1D82A2338599EF558D20DBB98657DFD079DA9F31

The game engine had native support for it. The same mechanism that allows different portraits for different genders of the species could be used for cyborg versions as well.

I see absolutely no reason why a team of artists working full time couldn't do the same thing but better and in a larger scale. Mostly you just need to do some retexturing of the existing portraits. The amount of work they did to create a set of completely new portraits from scratch seems to be bigger.
 
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Back in 2-x versions of the game I made couple of mods with reactive portraits for several species. I managed to do while not even being an artist myself, simply through reusing existent assets.
1D82A2338599EF558D20DBB98657DFD079DA9F31

The game engine had native support for it. The same mechanism that allows different portraits for different genders of the species could be used for cyborg versions as well.

I see absolutely no reason why a team of artists working full time couldn't do the same thing but better and in a larger scale. Mostly you just need to do some retexturing of the existing portraits. The amount of work they did to create a set of completely new portraits from scratch seems to be bigger.
Yeah I would also push back on it being easier to do in a new game. It sounds like someone who doesn't spend a lot of time working in software production envs. There is enormous speed up to having existing templates and understanding of system vs needing to make a whole new one from scratch. The request amounts to no new content for several years while a whole new engine is set up.
 
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I find these changes really interesting, and I'm loving the art style and all the effort you've put in!
I think you could make it even better by considering my proposed concepts:

- Organic tissues should not be exclusive of cybernetics
- Synthetics should be able to keep their appearance if the player chooses, except for a signature thing like dunno, mechanical seams/red blue glowing eyes

My point mostly applies to humans and humanoid-similar species (possessing hairstyles and yadda yadda)

Let's look at it from a humanoid perspective, you wake up in a machine body look up in the mirror and see a robot staring back at you
Yes, it might be nice, but what if you simply want to maintain your appearance while maintaining all the benefits of a synthetic ascension? (Freedom from illness, death, organic defects)

My design point of view is supported by many science fiction examples which I cite as follows:
- In Terminator the Terminators have a layer of synthetic skin
- In Ghost in the Shell despite maintaining a 99% perfect human appearance (apart from small details) only a small fragment of the brain remains biological (and this is not true for Makoto either)
- In Alita normal people are cyborgs, while Typhareans have a synthetic brain but a biological body (how do you even classify that)
- In Fringe, shapeshifters keep their true memories and personalities inside a microchip
- In Blame! and other Nihei's works characters have visibly mechanical bodies but their faces are smooth (no metal plates) and clearly human (Still true even for silicon lifeforms)

I think some of these concepts could integrate well into stellaris both in terms of portraits and in terms of game mechanics (for example, a synthetic skin technology for synths might make possible infiltration of pre-FTL civilizations)

Finally, I think the main differences between cybernetics and synthesis could be boiled down to just the method of ascension (progressive replacement/mind upload) or even just simply the level of cyberization of the brain
 
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What does it mean for gameplay purposes if all three portraits count as human? A commonwealth of men purifier is fine with the humans looking slightly different?
The game has a script for this:

Code:
is_human_species = {
    OR = {
        species_portrait = human
        species_portrait = human_legacy
        species_portrait = pla17
    }
}
There aren't many places where it's used, but it does get used occasionally to check whether your species is human.

As for how this interacts with the CoM and UNE, they should always use the same portrait set. If you play as the CoM and make your portrait the legacy portrait set, the UNE should spawn with that portrait set and vice versa.
 
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That's interesting, sounds like there could be a mod for keeping human portraits after synth ascension without lots of code and without messing up with savefiles and achievements. I'd find it useful cause I have a game in progress saved just before synthetic ascension.
Do you have suggestions about that?
 
Hey Imp0815 Beals here, I made an account so hot and fresh it hasn't even been verified yet but figured I'd answer this here so I could point to this later.

Warning I'm just an artist and not an animator or coder, who actually had to do the hard work.

I agree it does seem a bit silly that something like this required so much work but that's just the nature of the beast sometimes. A lot of the work wasn't so much that it was impossible (although the coders, who I am not, definitely worked very hard on it) but simply that none of this existed and had to be made from scratch. There was also just a long period of troubleshooting given the amount of permutations in a single species.

To explain further, the problem was spread out across a few areas:
1. We need a new asset layer for these parts, not hard at all to do, although we do have to decide at what layer this exists. I'll explain below but we can't for example, put some cybernetic parts on layer 2, and some others on layer 4. So there had to be a bit of proof testing to make sure this didn't come back around to be a problem.

We also internally tried out at least one other system briefly before coming to the conclusion it was too work intensive

2. The way portraits are animation rigged is pretty cantankerous, it's not a fan of big silhouette breaking changes and prior we didn't have really any way to put a single asset on top that didn't also need to be rigged up specifically. Hair on the humans are a good example, and are a reason we don't have that level of detail on every species.

We had to create a system where we could put the new parts on masks (the big blue silhouettes) as you can see above, and also then use a color for that mask we were 99% sure wasn't being used anywhere since we want this to be as backwards and forwards compatible as possible since the engine is looking at this color, not the asset layer, to figure out what not to render. This lets us re-use the existing rig with minimal effort and has a LOT of potential for other ideas we have cooking.

3. , Testing, we had to make sure that the parts weren't warping, overlapping outfits, blending poorly with color variants, etc. We tried our best to not just make every single cybernetic upgrade have the same joints, since that would look pretty boring. We also had several gnarly layering issues for several species that required some approach redesigns going forward.

And lastly to answer your question yes this new system allows us to re-use the existing rig, although the older portraits are much more basic in their construction in ways we had to work around for MA, so this probably is on a case by case basis.

A very long winded response to explain Now I Have Metal Arms Tech but I hope it helps a bit!

You still need to give us Zombie layers as well.

My Cybernetic Zombie should look like a cybernetic zombie.
 
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It won't happen and it's one of the reasons why we need Stellaris 2 at some point. Lots of stuff like that would just be much easier to do in a new game, rather than by trying to tweak a very old and janky one into doing what they want.

The post by the artist working on the portraits in this thread is quite telling imo. It's great that they (finally) managed to add reactive portraits, but even that was complicated by how portraits are "modelled".
Also it would probably break a lot of the mods out there if the older style portraits were no longer able to function in the game. If the game were relatively new, I'd say it wouldn't be an issue. But with a game as old as Stellaris is some folks would be very unhappy is my guess. I think the best solution is the one they are taking so far...update to newer portraits as DLCs but leave the ability to use the older style portraits as a possibility.
 
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