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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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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.
Called it in my previous post.
 
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Definitely needs to be said that other companies have no problem bringing lots of voice actors back year after year to do additional lines, or recasting a soundalike if the original actor isn't available. Japanese games in particular *always* manage to get their actors to return even after decades and even if it's just a few new lines, and Stellaris is only one decade old. This isn't a case of the original actors being long dead or anything.

Personally I'm not against AI, but the justification is pretty weak. Stellaris is a very popular game that brings in loads of money, it's not "unviable" to get actors back, it might just cost a bit for what's perceived as not much gain.
 
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Nice to read this kind of details and extra stuff about the art. :)

Been a real pleasure to play Machine Age DLC . <3

All the art it has been amazing, love the new adapting portraits (and the Cybernetics and Synthetics rework etc), shipsets and the new ascensions and all. Most likely my favorite update/DLC so far. Your art teams did very good work, and the music tracks are also SO good, really fits the theme well. The whole update is like actually really good content, the player crisis is so good and many changes also gives mods new stuff that can use. So all in all for me it's actually really one of best gaming related purchases of year 2024, been playing 10-12 hours gaming sessions without noticing time going by, except when gets hungry and somehow remembers to eat. ^^

I hope the rest of the "episodes" of Season 08 are as good also, since bought the Season 08 package. One does not simply resist -20% deal uwu
 
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Great. The game's visual enhancements are really good.
In fact, I would really like to see cybernetic and synthetic versions of portraits appear in the old portraits too. I even think that it would be better if you simply added cybernetic and synthetic variations of old portraits to the DLS (though not for all).
But thanks anyway for this beauty.

P.S. I don't understand the criticism about the use of AI in a space sci-fi game. Moreover, it was used only to create a voice, and not to provide semantic content. The main thing is to achieve the required quality.
 
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I Just want to start by saying I love the Ships, stations, UI and so much of the art in this latest DLC.

But, personally I'm really, really not a fan of the newer portraits... I wish I could find the words to explain why but, whatever the reason I want to kill that cat creature with fire... so much fire.
I still love the cute older portraits like below:
File:Arthropoid 18.pngFile:Molluscoid 17.pngFile:Molluscoid 18.pngFile:Necroids machine portrait red.png
File:Synthetic dawn portrait molluscoid.pngFile:Mammalian slender 03.pngFile:Reptilian 16.png
To me these are cute, easy to identify features from a distance and very clear.

I hope the next art pack has more 'cute' portraits, with easier to identify features at the zoom level seen in game... and I hope the old portraits I love never get "upgraded" to match the newer style that I do not like, I would be very annoyed if anything happened to my spider bot.

Something about these new portraits gives me nightmare fuel vibes. Squick, body horror, revulsion... even before seeing the complete cyborgification.

It feels like they were drawn at a ridiculously high resolution where the details can be quite subtle, then cropped and compressed down so details are lost, chopped apart, stuck back together and then the smaller pieces individually animated to grow and shrink rather than to move in natural ways... and for me the result of all that is unnatural, ugly, unsettlingly uncanny undulations.

File:Cybernetic 01 stage 1.png
I think those cats want to take my soul, and I'm sure it has a knife hidden behind its back and possibly several other cats all trapped in the undulating costume, peeking out of the holes in the mutilated corpse of its last victim.

I would love some humanoid big cat portraits... I have the thundercats theme song in my head now...
...but this feels more like the bendy coffee drinking aliens from Men in Black. Maybe it feels worm-like due to the lack of skeletal structure? pale hairless skin? Although this pale Colour variant 1 is the lest disturbing by far so I'm not sure what it is that unsettles me.


File:Synth 05 machine.png
This almost has the alien handbag from the film My Stepmother is an Alien vibes... but not quite. I love the bottom half of the portrait shown here.

But... why is the worm placed and cut-off in-game so that it looks like an undulating prehensile penis?
It's a choice... but not one I would have made.
I would have placed the pet worm as the focus of the portrait, perhaps on the robot's shoulder, as the robot head is rather uninteresting while the creature looks cool. That way it would be visible in the Leader portrait, the diplomacy screen and the pop portrait.


File:Synth 07 machine.pngFile:Synth 07.png
This portrait has shoulders that seem to expand and contract like a rotting corpse that's about to explode. All the undulations feel like I've found a strange humanoid alien worm monster... but not in a good way.

Also, for older cosmetic DLC criticisms... I'm not a fan of the tiny spindly T-Rex hands in half the lithoid portraits. Rock people should look sturdy and not like someone mutated a seahorse and crossed it with an Aye-aye. Obviously one or two is ok but why are half the lithoids deformed mutants? I'd like some hulking giants eventually.

So... I want cute, clear and easy to identify critters and less confusing decaying corpse body-horror.

So, I love the ships and obviously all the mechanical changes, but really not the portraits.
That isn't a problem. I can obviously just use the portraits I do like, those haven't gone anywhere.
But if this DLC's portraits were on sale on their own I would avoid almost all of them, sadly.
 
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I love, love, LOVE that cybernetics and synthetics will finally be shown on the species portraits! Hopefully this means we'll see more portrait variants in the future, for things like the brain slug trait.
 
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Definitely needs to be said that other companies have no problem bringing lots of voice actors back year after year to do additional lines, or recasting a soundalike if the original actor isn't available. Japanese games in particular *always* manage to get their actors to return even after decades and even if it's just a few new lines, and Stellaris is only one decade old. This isn't a case of the original actors being long dead or anything.

Personally I'm not against AI, but the justification is pretty weak. Stellaris is a very popular game that brings in loads of money, it's not "unviable" to get actors back, it might just cost a bit for what's perceived as not much gain.
Sometimes, people die or retire or even have their voices change with age
 
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This is good post, though I don't like forum posters being snide at people who are cornerned as if it wasn't legit thing to be concerned about :p

But yeah, I just wish new species portraits felt like there wasn't disconnect between them and old ones
 
@Eladrin
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.

I dream of this, too. I was extremly hyped when you announced the text-to-speech introduction. While it certainly was a great improvement for accessibility of the game, it doesn't really feel atmospheric and is immersion breaking to a point, where I never use it.

As a hobby music producer I absolutely understand that it would never be a feasibly option to voice the thousands of text messages without an automated solution. However, if you find a way to use AI supported text-to-speech solutions to actually generate atmospheric voicelines for all the events, it would be HUGE, not only for stellaris, but for every paradox game IMO.The texts are often carefully written and great to read, but after a long way of work, I usually cant be bothered to actually read them 90% of the time, which is a shame. Thematic voice lines for all the events at the click of a button would be a total game changer for immersion.
 
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Okay all that talk about AI talk but Scott Austin "inspiring speech" text sounded suspicious on it's verbose of words and many tools online say it is AI generated...
 
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