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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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On images:
Using the models at all, none of which have consent, compensation or credited datasets, for any purpose, means your team is willing to exploit other creative peers - even if you excuse it as "just a bit of exploitation". Those models are created via piracy and cannot function without it, the companies have admitted as much, so there's no pleading ignorance here. My work is in those datasets, so this act means I will no longer support you, your team or any associated works, and I'm definitely not the only one.

On audio:
Same deal. There's only base model I'm aware of that appears to be both ethical and legal, and that was certified only literally today. That you (maybe) are fairly compensating the VA that it was fine tuned on, doesn't change the underlying exploitation, as with the images.
 
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On images:
Using the models at all, none of which have consent, compensation or credited datasets, for any purpose, means your team is willing to exploit other creative peers - even if you excuse it as "just a bit of exploitation". Those models are created via piracy and cannot function without it, the companies have admitted as much, so there's no pleading ignorance here. My work is in those datasets, so this act means I will no longer support you, your team or any associated works, and I'm definitely not the only one.

On audio:
Same deal. There's only base model I'm aware of that appears to be both ethical and legal, and that was certified only literally today. That you (maybe) are fairly compensating the VA that it was fine tuned on, doesn't change the underlying exploitation, as with the images.

Goodbye.
 
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I adore the main menu art we got with this DLC. I also really liked the first contact one so I guess I just like these massive illustrations. Really impressive stuff, love the whole scene.
The art output going into this DLC is crazy high.
 
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Thanks for the update on AI. I wanted to say up front that I really respect what y'all have done on this update. For my money this is the most interesting and broadest update this game has seen. However I have to object to the use of generative AI tools, even in the ideation phase. I understand that your team has clearly had discussions about how to use these tools correctly and I'm very glad you've put up some strong guidelines here but I question whether it's possible to use tools like chatGPT, dall-e, or Midjourney ethically. As you may know, all these tools require massive libraries of human art in order to function at all. These companies acquired these libraries largely through theft, and artists and writers generally are not even notified that their work has been used in this way.

As for the voice acting, I have to confess I don't know enough about the technology y'all are using to deliver a strong critique. I certainly understand the motivation, it's not an uncommon situation for an actor to become unavailable during the life of a living game like this one. I would like to learn more about the process but I'm glad you're doing right by your actors on this.
 
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Late MASSIVELY to the Party, but I see that a few of the Concept Cyborgs are based off of already existing portraits, what made that not happen? It would have been neat to see already around portraits have evolution stages.
 
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Really glad for the transparency on the AI stuff, and I appreciated being able to see the DLC portraits up close and zoomed in, but I hope in the future there's much better integration of this new kind of portrait (with modular pieces and such) with the animation quality and style of previous Stellaris portraits.

I don't mind the shift in art style, but when going over the portraits to choose one for a game I couldn't help but notice how stiff and overly zoomed out many of them were -- it was hard to make out details about the alien's heads or distinguish body parts, and there were very few animations that went beyond the static portrait just shifting around. We got the evil cats clutching their hands evilly, which was great, but sometimes it looked like portraits stretched/compressed to simulate movement rather than actual animations.

It's a shame because the past portraits feel a lot less stiff -- the Toxoids have the little dudes in the shell armor, Ratlings wiggle their snouts, and it's much easier to make out what part of each alien is what. I really hope next portrait updates improve on this, because the designs are cool otherwise.
 
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