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Victoria 3 - Dev Diary #30 - User Interface Overview

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Hello all! My name is Kenneth and I am the 2D Art Lead on Victoria 3. Working on the game’s user interface (UI in short) with my team is a big part of what I do on the game. From here on, whenever the word UI is mentioned, it refers to an overview of these 3 categories (Panels, Buttons and Icons) which make up the UI of the game! The majority of the information and the decisions a player makes happens in the UI.

There is a huge opportunity to engage and immerse the player into the world of Victoria 3 through the UI. As mentioned in the previous Dev Diary, the UX team’s focus is to make this massive amount of information approachable and accessible. Us, in the UI team, work extremely closely with them, to display all that information in a visually appealing way.

Art Pillars and how it ties with UI

We have 3 core pillars for Victoria 3’s art style. These pillars guide the overall art direction and capture the feelings we want to convey in the game which includes of course, the UI!

Prestigious
The UI is inspired by the extravagance and luxuries of the upper class in the Victorian era. It should feel elegant and exquisite.

Vintage and Idyllic
Vintage here means something from the past that is of high quality. The Romanticism Art movement is a source of inspiration for the art direction. It seems fitting given that it originated in the 1800s and the idealisation of the idyllic past and nature fits in nicely with the Vintage feel that we want to incorporate in the UI.

Detailed yet Approachable
High level of detail with intricate elements but used sparingly so it does not become cluttered and overwhelming.

UI panels
UI panels form the base or background of every single UI menu (be it, fullscreen, popups, or on the sides) in the game. If it’s not on the map, it's on an UI panel.

We chose to incorporate Art Nouveau elements into the panels. Art Nouveau is primarily inspired by nature and the natural forms and curves of plants and flowers. This aligns with the Art pillar Vintage and idyllic. The style is also prominent in the architecture of the upper echelons of society in the 1800s. It’s intricate details evoke a feeling of extravagance and elegance which aligns with the other two art pillars. We need to be careful not to put in too many detailed patterns as this will distract the main function of an UI: which is to display information to the player! Hence, we focus the rich details on frames and borders of the panels as well as headers where the title of the menu resides.

This is an UI panel. Elaborate patterns with a touch of gold and faded fabric textures
adds that extra layer of prestige and vintage feel prominent in the Victorian era.

DD30 1.png

Buttons
Buttons are the main elements in the game and UI that the player interacts directly with. From the UX point of view, players would need to identify the buttons almost instantaneously. Buttons should be identified either as Navigation buttons (buttons that lead you to another UI screen) or Action buttons (buttons that perform an action that affects the game world). With that in mind, we sought to create a template for the game’s buttons while aligning it with our core art pillars.

We use wood as a texture for the buttons for the aged, vintage feel. All buttons have an emerald colour with two different shades to differentiate between Action and Navigation buttons.

Different shades of emerald for the buttons. Action buttons also have a thin gold border
to differentiate them further while still having both types recognised as buttons.

DD30 2.png

There would be some UI screens that would have multiple buttons on them. How can we draw attention to higher priority buttons (if any)? Our solution: Give them a more ‘prestigious’ look, by adding Art Nouveau elements around the borders and corners of the button!

DD30 3.png

Icons
Icons are a major part of the UI of Paradox games and of course, this is no different in Victoria 3. Icons in the game come in a wide variety of shapes, sizes, styles and colours, and we use them to represent a host of different things, mechanics, statistics and attributes in the game. I will break down some of the different ways in which we use the icons and hopefully y’all will gain a better insight into our design process.

Buildings and Goods
This group of icons are by far, the most visual and detailed in the game. They are representations of actual things in the game world. These icons are akin to mini illustrations and their primary purpose is to enhance immersion and fuel the imagination of our players.

DD30 4.png

Events, Technologies and Pop groups
‘Academia’ and ‘Dynamite’ are both technologies that a player can research but one seems to be a little abstract while ‘Dynamite’ is an actual object in real life. How then, do we approach such icons as a group? For technology and event icons, we decided to use objects from the real world or several objects to represent them. Since most of these icons are going to be pretty big (for an icon), we decided to go for a highly detailed and realistic rendering to enhance immersion. It is pretty straightforward for a technology like ‘Dynamite’. For ‘Protest’ events, we use something a little more symbolic like a hand holding a loudhailer.

DD30 5.png

Pop groups are represented by our amazing character models and icons. Since the character models will be a tad hard to see when scaled down, we use icons to support them. The same guidelines apply when designing Pop icons. For example, ‘Machinists’ are represented by a wrench.

DD30 6.png

The final group of icons I am going to talk about is a broad group which represents game mechanics, their categories, attributes and stats. These icons tend to show up in multiple different UI screens and are not very big (for an icon). They may need to appear in different sizes as well. Many of them would need to be recognisable when they are small. Therefore, we reduce the amount of details on these icons drastically and instead focus on a few choice colours and the silhouettes.

Battalions appear in many different UI screens and in a variety of sizes.
DD30 7.png


DD30 8.png

We can also use colour coding on these icons to make them more recognisable. For example, we can have positive condition icons being green and negative condition icons being red.

DD30 9.png

‘Interest Groups (IG)’ icons are a more complex example of colour coding. Players may not immediately remember and understand all the colour coding within each sub category of icons but our hope is that this will get more familiar and identifiable over time. Other examples of this are the ‘Lens’ category icons.

DD30 10.png

Tutorial
In the previous Dev Diary, Aron and Henrik have briefly mentioned the tutorial. I am going to talk a little about the art that goes into helping players understand our incredibly deep and complex mechanics better. We believe that the combination of tooltips, text explanations and infographics will help visualise the game mechanics better. Most infographics you find online (go ahead, do a Google search) have a clean, stylised and very modern look. We see an opportunity here to make it fit with the Victorian era better. This can definitely be an area where immersion is enriched and of course, strengthen our art pillars. We took inspiration from newspaper illustrations and blueprint illustrations of the Victorian era and adopted it for our infographics. And as icing on the cake, we overlaid the drawings on top of an aged paper background.

DD30 11.png

That’s all from me! I hope you have enjoyed the brief overview of the UI of Victoria 3! Join us next week as Daniel, our Content Design Lead will talk about Journal Entries!
 
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tbh I don't get why everything is still so static and fixed in place and I can't arrange and resize and, dunno, dock and undock and lock in place, customize lists, pin something somewhere, and do all the other useful stuff to my own user interface ...
 
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Hello all! My name is Kenneth and I am the 2D Art Lead on Victoria 3. Working on the game’s user interface (UI in short) with my team is a big part of what I do on the game. From here on, whenever the word UI is mentioned, it refers to an overview of these 3 categories (Panels, Buttons and Icons) which make up the UI of the game! The majority of the information and the decisions a player makes happens in the UI.

There is a huge opportunity to engage and immerse the player into the world of Victoria 3 through the UI. As mentioned in the previous Dev Diary, the UX team’s focus is to make this massive amount of information approachable and accessible. Us, in the UI team, work extremely closely with them, to display all that information in a visually appealing way.

Art Pillars and how it ties with UI

We have 3 core pillars for Victoria 3’s art style. These pillars guide the overall art direction and capture the feelings we want to convey in the game which includes of course, the UI!

Prestigious
The UI is inspired by the extravagance and luxuries of the upper class in the Victorian era. It should feel elegant and exquisite.

Vintage and Idyllic
Vintage here means something from the past that is of high quality. The Romanticism Art movement is a source of inspiration for the art direction. It seems fitting given that it originated in the 1800s and the idealisation of the idyllic past and nature fits in nicely with the Vintage feel that we want to incorporate in the UI.

Detailed yet Approachable
High level of detail with intricate elements but used sparingly so it does not become cluttered and overwhelming.

UI panels
UI panels form the base or background of every single UI menu (be it, fullscreen, popups, or on the sides) in the game. If it’s not on the map, it's on an UI panel.

We chose to incorporate Art Nouveau elements into the panels. Art Nouveau is primarily inspired by nature and the natural forms and curves of plants and flowers. This aligns with the Art pillar Vintage and idyllic. The style is also prominent in the architecture of the upper echelons of society in the 1800s. It’s intricate details evoke a feeling of extravagance and elegance which aligns with the other two art pillars. We need to be careful not to put in too many detailed patterns as this will distract the main function of an UI: which is to display information to the player! Hence, we focus the rich details on frames and borders of the panels as well as headers where the title of the menu resides.

This is an UI panel. Elaborate patterns with a touch of gold and faded fabric textures
adds that extra layer of prestige and vintage feel prominent in the Victorian era.

View attachment 795841
Buttons
Buttons are the main elements in the game and UI that the player interacts directly with. From the UX point of view, players would need to identify the buttons almost instantaneously. Buttons should be identified either as Navigation buttons (buttons that lead you to another UI screen) or Action buttons (buttons that perform an action that affects the game world). With that in mind, we sought to create a template for the game’s buttons while aligning it with our core art pillars.

We use wood as a texture for the buttons for the aged, vintage feel. All buttons have an emerald colour with two different shades to differentiate between Action and Navigation buttons.

Different shades of emerald for the buttons. Action buttons also have a thin gold border
to differentiate them further while still having both types recognised as buttons.

View attachment 795842

There would be some UI screens that would have multiple buttons on them. How can we draw attention to higher priority buttons (if any)? Our solution: Give them a more ‘prestigious’ look, by adding Art Nouveau elements around the borders and corners of the button!

Icons
Icons are a major part of the UI of Paradox games and of course, this is no different in Victoria 3. Icons in the game come in a wide variety of shapes, sizes, styles and colours, and we use them to represent a host of different things, mechanics, statistics and attributes in the game. I will break down some of the different ways in which we use the icons and hopefully y’all will gain a better insight into our design process.

Buildings and Goods
This group of icons are by far, the most visual and detailed in the game. They are representations of actual things in the game world. These icons are akin to mini illustrations and their primary purpose is to enhance immersion and fuel the imagination of our players.


Events, Technologies and Pop groups
‘Academia’ and ‘Dynamite’ are both technologies that a player can research but one seems to be a little abstract while ‘Dynamite’ is an actual object in real life. How then, do we approach such icons as a group? For technology and event icons, we decided to use objects from the real world or several objects to represent them. Since most of these icons are going to be pretty big (for an icon), we decided to go for a highly detailed and realistic rendering to enhance immersion. It is pretty straightforward for a technology like ‘Dynamite’. For ‘Protest’ events, we use something a little more symbolic like a hand holding a loudhailer.

Pop groups are represented by our amazing character models and icons. Since the character models will be a tad hard to see when scaled down, we use icons to support them. The same guidelines apply when designing Pop icons. For example, ‘Machinists’ are represented by a wrench.

The final group of icons I am going to talk about is a broad group which represents game mechanics, their categories, attributes and stats. These icons tend to show up in multiple different UI screens and are not very big (for an icon). They may need to appear in different sizes as well. Many of them would need to be recognisable when they are small. Therefore, we reduce the amount of details on these icons drastically and instead focus on a few choice colours and the silhouettes.

Battalions appear in many different UI screens and in a variety of sizes.
View attachment 795847

View attachment 795848
We can also use colour coding on these icons to make them more recognisable. For example, we can have positive condition icons being green and negative condition icons being red.

‘Interest Groups (IG)’ icons are a more complex example of colour coding. Players may not immediately remember and understand all the colour coding within each sub category of icons but our hope is that this will get more familiar and identifiable over time. Other examples of this are the ‘Lens’ category icons.

Tutorial
In the previous Dev Diary, Aron and Henrik have briefly mentioned the tutorial. I am going to talk a little about the art that goes into helping players understand our incredibly deep and complex mechanics better. We believe that the combination of tooltips, text explanations and infographics will help visualise the game mechanics better. Most infographics you find online (go ahead, do a Google search) have a clean, stylised and very modern look. We see an opportunity here to make it fit with the Victorian era better. This can definitely be an area where immersion is enriched and of course, strengthen our art pillars. We took inspiration from newspaper illustrations and blueprint illustrations of the Victorian era and adopted it for our infographics. And as icing on the cake, we overlaid the drawings on top of an aged paper background.

That’s all from me! I hope you have enjoyed the brief overview of the UI of Victoria 3! Join us next week as Daniel, our Content Design Lead will talk about Journal Entries!
Will the POP's appearances be changed? A lot of people were asking to change for example images of Turkish people.
 
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You have mentioned there will be color coding in icons. Will there be multiple color variations to help people with color-blindness, or are colors fixed? For example, the red/green color scheme for bad/good events with otherwise identical icons would be hard to distinguish for a lot of colorblind people. In the UX dev diary it was mentioned that text colors will have multiple variants so thus I ask if this applies to icons as well.
 
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It's been clear since the start that the interface looks characterful while being clear. Obviously it's impossible to summarise 1836-1936 graphic design in a single style, but nice to see the principles behind it. I guess the more Munch-Schiele-Klimt art style will have to wait for V4.
 
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I like the design that you have but I think it would be better if it wasn't the only one. For example it could become steadily more luxurious as you grow in prestige and wealth and there could be alternate designs for each cultural group. It doesn't really matter how good the one you have is if it's the only one, because sooner or later it's going to get old.

I think this approach would add a good deal of variety and charm to the game by giving each cultural group and rank its own look and feel. It could be extended to the music as well, having alternate tracks for each culture. I think this would result in a good variety of sensory experiences. This default design looks to me like it would make a good high rank English UI, but what about low rank English, or Mediterranean, East Asian, American, African, etc.?

I understand this is a lot more work and you may simply not have time, but perhaps it could be extended beyond this one look after launch in flavour packs, like they're doing in CK3?
 
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Very good! I really like the rich colors used for the panels. It makes me think of an old luxury train car or a desk in a corporate magnate's office or study.
 
Sorry but I wholeheartedly disagree. I really don't want Vic3 to end up like EU4 where they added stuff in an already cluttered interface.
I don't think that "let's leave huge chunks of useless empty spaces in your UI in anticipation of future DLCs" is a good design philosophy but that's just my opinion. UI should be designed for the current iteration of the game, then redesigned if need be in the future, like Imperator UI's was redesigned after a while.
 
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Oh, this looks like a more appropriate dev diary to post my previous take in. To reiterate, my preference is often for a UI that conveys the abundance of a resource or building graphically rather than with a number. In this Twitter teaser from Tuesday, I can't really tell at a glance on the panel that Lancashire is super industrialized. Even the number 4 on the Arms Industries icon is comparatively tiny and barely legible. You have made pretty icons but if they're used as mere illustration, I think they will basically be noise, I don't think I'll pay much attention to them. Many of them are, after all, kind of nondescript, which IMO doesn't serve immersion and imagination as much as it could. The goods icons are more relevant and could be more emphasized relative to the building icons.
vic2_lancashire.png
 
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Can I just say, apart from all the Dev Diaries contents, the pictures for the headers of each Dev Diary are so beautiful and I really appreciate them. They look so calm and nice. When I look at them I can already imagine myself a nice story or immerse me into the setting. It's something you could frame and hang up. Just beautiful.

I mean just look at it:

1840.png

LOOK AT IT! Thank you

I really hope we will see much more of them and such iterations for all the events etc.
Thank you and big props to the artists who drew them all up <3 :)
 
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Won't anyone think of that poor unemployed Algerian machinist and his 5 dependents!

Edit to add I like this DD and always appreciate getting a look at the thoughts and process that goes into things.
 
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One of the biggest things I was looking forward to with Victoria III was an updated user interface, and I rally love the way it's looking so far. The Art Nouveau style looks awesome, blends into the era really well, and all the WIP images look like they're information dense while still being easily understandable. Looking forward to this game more with every dev diary! :D
 
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Looking at these two images of the goods vs icons for technologies I think it would help if you adjusted goods to have edge contrast/border more like the technology icons. The second set pop out on the page much more clearly due to the lighting effect (for the most part, the ballot box could use some love). This is something that is necessary for goods since in the case of buildings they often will be sitting on top of another busy background vs a simple pattern. As much as I enjoy having pictures of the buildings behind, the gradient between the background and the icon makes it very difficult to see the important part of the image. The government administration and grain farm here seem to be the worst culprits but none of them are instantly recognizable to me. This will also help players see where these things connect across different screens if the icon is more prominent.
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1642701169819.png
 
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This was interesting. I always thought that those headers have something really appealing about them but couldn't quite put a finger on it. Nice to see that also lower tier headers, or breakers, have a distinct style, so it is easier to spot.

I personally believe in "modern" very simplified icons, but I guess games can make an exception to this rule. Then again, some of those icons seem to be functionally not just icons but also art.
 
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