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Stellaris Dev Diary #344 - The Art of The Machine Age (Part II - Art Blast Edition) - Warning: Many Images

Strap in to your acceleration couches, this one's a going to be a big one. - E

Hello there!

I’m Anton, the Art Manager & Producer on Stellaris, and I would like to welcome you all to this absolute monster of a Dev Diary we have prepared for you!

I just want to use this opportunity to mention how amazing it is to work with these fantastic artists on a day to day basis and how extremely proud I am of the team.
We managed to do a lot for this DLC, more than we’ve done for an expansion or DLC ever before.

In fact the total logged art work time (I just looked at our stats in JIRA) for The Machine Age is over 2 years and 41 weeks.

Truly spectacular. Great job Team!

In the last The Art of The Machine Age dev diary, we showed you (and talked about the process of) a lot of what we had been doing - but far from it all.

So get comfortable, take out your favorite snack and get ready to look at a lot of art. Almost everything we did for The Machine Age will be showcased - but first, some words from our Art Director.

Alright! Here we go! We hope you enjoy this!

As you have heard countless times already, our latest project, The Machine Age, is the largest pack we’ve ever put out for Stellaris. The reason that you’ve heard it countless times is because we think it’s worth repeating. We have well over double the amount of ships and FX, triple the amount of characters and animation, and probably quadruple the amount of 2D/Icon work. As daunting as that might seem, we pulled it off. And not just pulled it off, but did it without losing any quality and with an unbelievably tight schedule. Sure things were busy, but we can proudly say that we didn’t have to burn the midnight oil or resort to overtime or crunch.

While I would love, as the AD, to just take credit for all of that hard work and bask in the amazing light of glorious praise, the real credit goes to our “Little Art Team That Could”.
In the boundless expanses and the incomprehensibly infinite universe of game design, our small art team shines like a supernova of talent and efficiency. Though few in number, our art team possesses a galaxy's worth of skill and dedication, crafting the most awe-inspiring sci-fi visuals that breathe life into every pixel, every polygon and every frame of Stellaris.
Each artist possesses a bewildering array of talents, with skills so sharp they could slice through space-time, creating shortcuts to other dimensions where deadlines don't exist and cups of caffeinated beverages never run dry. They churn out masterpieces with such alarming speed and regularity that one begins to suspect they've cloned themselves and are operating in shifts spanning multiple parallel universes (Please, do not let HR in on this…).

I am ever thankful for the chance to voyage through the cosmos of Stellaris with such brilliantly unhinged minds. Their talent and relentless dedication are the warp drive to our projects, and their visionary artistry is the very soul of our games. I am ever grateful for their dedication and downright chuffed to navigate the nebulous realms of creativity alongside such splendidly imaginative life forms.

Together, we continue to chart courses that boldly go where no game has gone before. And, as always, to the players, I say: “You ain’t seen nothing yet!”

-Scott Austin-
Art Director, Paradox Interactive

Cybernetic Portraits
By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals


Synthetic Portraits
By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals


The Synthetic Queen
By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals


Misc. Illustrations and Concept Art
By Alec Beals

By Alec Beals

By Alec Beals


Concept Art, Illustrations and Vis Dev
By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals

By Alec Beals


Illustrations
By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman


Super Structures & The Synthetic Queen Ships Concepts
By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman


The Machine Age Ship Concepts
By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman

By Lloyd Drake-Brockman


Cybernetic Portraits
By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund


Cybernetic Portraits - Part II
By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund


Synthetic Portraits
By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund


Illustrations
By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund


Concept Art - Ships
By Felix Englund

By Felix Englund

By Felix Englund

By Felix Englund


Cybernetics Ship Set
By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg


Machines Ship Set
By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg


The Synthetic Queen Ship Set
By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg

By Tim Wiberg


Cybernetics Ship Set
By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer


Machines ship set
By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer


The Synthetic Queen Ships
By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer

By Emma Quer


Cybernetics Ship Set
By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh

By David Strömblad Lindh


Horizon Needle
By Erik Forsström


The Synthetic Queen - System VFX
By Erik Forsström


Cybernetic Science Station VFX
By Erik Forsström


Stellaris - The Machine Age - Animations
By Erick Ramirez Mota

By Erick Ramirez Mota


Achievements, Technologies, Buildings, Authorities, Traits & Civics
By Cassandra Lindquist

By Cassandra Lindquist

By Cassandra Lindquist


The Ruler Chip Relic
By Cassandra Lindquist


Synthetic Fertility Event Image
By Cassandra Lindquist

By Cassandra Lindquist


The Machine Age UI Art - The Synaptic Lathe
By Gabrielle Rodrigues

By Gabrielle Rodrigues


The Machine Age UI Art - Cosmogenesis Crisis
By Gabrielle Rodrigues

By Gabrielle Rodrigues


The Machine Age UI Art - Tradition Trees, Achievements and Misc
By Gabrielle Rodrigues

By Gabrielle Rodrigues


Building Icons - Part I
By Ingela Hallberg


Building Icons - Part II
By Ingela Hallberg


Let’s Talk About AI​

Eladrin here. There has been an ongoing discussion about the responsible use of AI tools in game development.

As mentioned in our Steam AI generated content disclosure, during the development of The Machine Age the Stellaris team used text and image generative AI tools for ideation purposes to inspire creativity in a developer, or to aid in explaining a designer’s intent to other members of the development team. We subscribe to the legal opinion that there is no copyright or ownership attached to the output of generative AI, and our team is disallowed from putting any such generated text or image directly into the game.

Everything you see or read in The Machine Age has been created, developed, or written by our creative staff in the Studio.

We have used an advanced text-to-speech AI tool to create a voice for Cetana and the Cyberpunk advisor. The scripts and lines for these voices were created by our Content Design team, and the voice actors that created any voice models that are used by this tool receive payment for each line generated, and will continue to receive payments if more lines are generated using their voice models in the future. The use of this tool allowed our Audio team (with quite a bit of effort as described in Dev Diary #340) to fully voice Cetana, and will allow us to keep the advisor voice up-to-date should new mechanics be added to Stellaris over the upcoming years. This will prevent the voice from needing to fall back to the default VIR voice, as many of our other advisors did when Galactic Paragon added Council Agendas.

These technologies are evolving quickly, and personally I have great hopes for further improvements and potential uses of this text-to-speech technology in particular. In the 3.6 “Orion” update we added support for text-to-speech in events as a major accessibility improvement, but currently it is limited to the use of operating system based voice packs. While these audio tools are not yet at a point where we can use this technology to improve that experience, I look forward to a day some years from now where AI-based advanced text-to-speech could replace these relatively crude voices with more thematically appropriate ones, and be able to better handle languages other than English.

Next Week​

Next week we’ll be looking at post-release support, and may have a preliminary list of release notes for the next planned patch.

See you then!
 
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The art team deserves so much praise for machine age. Two species sets, three ship sets, a bunch of new buildings and megastructures. It's a great achievement and very much appreciated :)
 
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You guys really outdid yourself with this expansion. I remember the ups and downs since before MegaCorp, the many bugs, performance issues, and the big turn-around with the Custodians.

It's impressive what you have achieved here, and I hope you riding the high tide will never end.
 
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Magnificent...

Now, I am a bit surprised there are no "eldritch" early art of Cetana, like the beast behind the mask.

The work on this DLC was stellar ! I mean it ! Pun intended but I mean it !!!
 
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The art of Machine Age is really stunning and it's nice to see this all in high res concepts, really loving that!

However, they underline a growing problem that at least bothers me to no end: the portraits atm have crazy variance in quality and style. The original portraits up to planetoids felt really uniform, but all that has gone out the window (What happened to all portraits having similar light/shadow balance?). I think most of us agree that the latest humanoid additions last year were really sub-par and not in line with any of the other artwork.

I would really, really appreciate if you would consider going trough all the portraits to retouch, remaster and unify them in style. Also (if not already done) building the framework for modders to add cyber/synth variants to existing portraits. Everything in Stellaris is spectacular and up to date except portraits so please look at this before churning out new ones. Plus while the new portraits are masterful in their own right I think it was beneficial that originally most clothed portraits could just use the same textures for clothing. People have made amazing clothing mods, which are difficult with portraits with many layers (looking at you, handsome yet impossible human cyborg).

During the future development of my all-time favourite strategy game I would really love to see zoomed-out and remastered versions of the old portraits. If it's a problem to overwrite old portraits (since people are always gonna complain) then maybe versions of a species (like the three versions of humans, or cyb8 who seems to be an upgraded version of humanoid_03?) could see till be accessible trough a dropdown menu or something like that. However, I really feel like this issue is something that's just gonna get worse by every update if it's not addressed eventually.

Edit: just wanted to emphasize that the art is really really good in Machine Age, since I made such a critical statement here. I love Cetana, I love the building icons, 3D is stunning and the list goes on. This DLC was totally totally worth it and it and more!
 
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Were/are the voice actors used for the AI paid the same amount they would be paid for an actual performance?

And if they are then why not just have them do the performance themselves instead of an AI?
 
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Were/are the voice actors used for the AI paid the same amount they would be paid for an actual performance?

And if they are then why not just have them do the performance themselves instead of an AI?
Because the entire point of using an AI was to have the performance be intentionally bad and unnatural
 
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Because the entire point of using an AI was to have the performance be intentionally bad and unnatural
I don't really think that Cetana's performance is something that a voice actor couldn't do, and I don't even think she sounds that unnatural. Voice actors can do an "unnatural" voice it's literally a part of their job. GLaDOS in portal sounds unnatural and inhuman and is still done by an actual voice actor.

And that also doesn't explain why the Cyberpunk advisor also uses AI like this.

Like I'm not even strictly against AI being used in stuff like this but all the justification here is very thin and unconvincing to me.
 
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This will prevent the voice from needing to fall back to the default VIR voice, as many of our other advisors did when Galactic Paragon added Council Agendas.

How VIR voice is done? Somebody in-house or some voice synthesizer?

Also, any plans to record new lines for the "old" advisors? Would be cool, but I guess it might not be financially "smart":
 
And if they are then why not just have them do the performance themselves instead of an AI?

Because if you have a voice model you can change or add to your scripts easily. If you have to have a voice artist record it every time you need to get in touch with them, arrange a time to record, perform the recording, all of which will take time.
 
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It's not really possible for us to record new lines for the old advisors. (Actually impossible in some cases, not merely unviable.)

The use of this tool lets us add lines in the future, change them all the way up to freeze, and honestly, lets us experiment more than we would have otherwise. Cetana very likely wouldn't have been voiced at all if we hadn't had access to this tool. (And in the best case, she'd have had a handful of lines, not over a hundred.)

Cetana's voice sounding kind of off wasn't really the intent of using the tool, but she was a good test-bed for it because it'd still be okay if it was weird.
 
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This is... a LOT of art. Awesome, I will be stealing some of this for wallpapers if it looks as good on my laptop as it does on my phone.

I loved the art of The Machine Age so much in game as well, I'm really excited for the future of Stellaris' art with this direction. All of this is fantastic, and I'm super happy to have more things voiced in the game, both in general and as part of improving accessibility. Thank you art team, and whichever leadership supported them to do work this good.
 
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Because if you have a voice model you can change or add to your scripts easily. If you have to have a voice artist record it every time you need to get in touch with them, arrange a time to record, perform the recording, all of which will take time.
I don't really buy this as a good justification. Like ya it's faster for development, but at the expense of an actual performance instead of a lackluster AI generated one. Like I think it would've just been better to not do a fully voice acted character in this case, especially in a game that otherwise has only limited voice acting anyway.
 
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Guys. Just use spoiler tags lmao. I almost skipped the AI disclaimer because of the massive influx of still-loading pictures.

With that said: glad to have cleared it up, I really thought you guys had used generative AI for Cetana and it left a sour taste in my mouth.
 
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For cyber portrait 06, why was he designed to look directly at the camera when every other speicies looks off into the distance. It's very strange to look at it when designing a new empire.
 
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