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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.

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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.

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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!

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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.

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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.

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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.

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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.
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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.

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‘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.

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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.

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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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Question for 21:9/ultra wide users: Where do you plan to have the main buttons the player needs on screen? I'm asking because I'm afraid you might in future always want to go with the CK3 model where all the buttons are lined up on the left side of the screen. On an ultra wide screen that's terrible to use as it's the farthest it could be from my eyes and mouse. Having it on the top left corner going towards the middle, like in your other games, might not look like it's much different on a regular screen but makes a huge difference in 21:9. If you want to go the CK3 route would you consider making the buttons and windows movable to a different area of the screen? I don't know if that viable/possible but it would be a huuuge improvement for people like me. Thank you.
 
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I love the fact that icons on buttons have different colours. <3 I'm unable to play HoI4 without Coloured Buttons mod as I can't find any tab, or map mode at a glance.
 
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Looks great!
I have just one problem with one icon. I'd like to talk about the divisions icon a bit. The first time we saw it it was a pickelhaube, which was an excellent icon due to it's recognizability but also jarringly specific to 1800s Germany, mostly due to modern association considering how it was adopted in many different places. Recently we've seen a little soldier dude replace the pickelhaube, which is also a well designed icon due to how clear it is for it's small size.

However, I think the problem has persisted. The soldier icon is currently only appropriate for post-Napoleonic western countries. It is specifically an early 1800s British musketeer. I think this is going to be a jarring experience for late-game warfare as well as warfare as or with non-western countries. I would prefer not to see two British Napoleonic musketeers representing my and my enemies' soldier count when invading China as Japan in 1920s or vice versa.

My absolute ideal would be to return to the pickelhaube but use a dynamic icon capable of changing based on country and era, so that divisions are represented by the appropriate helmet icon.
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However, I realize this would add a lot of development and art time. Barring this, I think a more generic icon like the naval icon might be a good solution as well. A similar design with a star instead of an anchor

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Prestigious
The UI is inspired by the extravagance and luxuries of the upper class in the Victorian era. It should feel elegant and exquisite.
While I do love the style of the UI, I have to admit it doesn't look nearly as depressed and hobo-chic as those opulent pops in the AAR screenshot from before, so you may have missed the mark slightly if that was your goal. Otherwise all your doing is making me that much more antsy to play the game, so kudos on that!
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Whats the UI/Dev teams stance on Notification, Pop ups, and controlling those via player input?
I'm still puzzled as to why there has been no mention of this in either the UX or the UI dev diaries. If they are planning a whole dev diary called "Events/Notifications" I would've expected some mention of that in the UX dev diary as with other things that are being presented at a "later date". The fact that there was no dev replies about concerns about events, messages and notification in the UX diary I was hoping it would be included this week, but at this rate it feels like there's another dev "silence" about message settings/notification concerns like was seen for months with Ck3 even though it's one of the most debated topics.

Hopefully we do end up getting a whole dev diary about Events and Notifications, I just wish the devs would be more forthcoming if this is the plan.
 
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Well, it seems like you have come a long way since the first screenshots that had terrible, terrible, awful kerning. I still don't like the default Serif font you're using, but at least it's properly adjusted. And, we can always mod that one out.

There's little to critizice here except the almost arbitrary usage of typefaces which are really high in numbers. What makes this slightly worse is that we have both Serif and Sans Serif fonts on the same panels, causing a distinct alienation of the information provided. I do understand that you need to increase legibility for tooltips and there might not be a better solution, though. But at least, do some focus group test regarding said tooltips :)
 
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First of all, I have to say that I'm a massive fan of this game's art style and direction. That said, I'm wondering what the final purpose of the preview art posted on each Dev Diary is? If these pieces are intended for the game itself (say, as Splash art or load-screen backgrounds), then will there be more diversity in future works? So far, a majority of the artwork (I have seen) is set in Europe or the Americas; I think one has been set in East Asia (Japan), one (explicitly) in Africa (Ambiguous Savannah, probably West Africa judging from the garments), and two (including this one, which I assume is set in Anatolia) in the "Middle East".

I'd love to see textile production in Dhaka; Bustling Markets in Kumasi; Imperial Examinees victims in China, Korea, or Vietnam; mountain-carved churches in Ethiopia, herders in Mongolia, etc. Maybe I'm in the minority when I say this, but the lack of this kills the "global feeling" I think this game wants to achieve.

CK3's loading screens (as beautiful as they are) are an example of what I mean. The game is set on 3 continents, yet each artwork is centered on Europe and the Middle East. Only 1 doesn't involve Europe at all, since one of our Middle East pieces features a crusader. Despite (Sub Saharan) Africa, India, and Central/East Asia collectively taking up at least half of the map, we see nothing of them.
 
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It seems to be a lot more player-friendly than V2, so good job on that one, but I'm still not digging the cartoonish UI. Kind of reminds me of the Anno games, and I would have appreciated a UI more similar to that of V2 but with easier access to relevant information.
 
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First of all, I have to say that I'm a massive fan of this game's art style and direction. That said, I'm wondering what the final purpose of the preview art posted on each Dev Diary is? If these pieces are intended for the game itself (say, as Splash art or load-screen backgrounds), then will there be more diversity in future works? So far, a majority of the artwork (I have seen) is set in Europe or the Americas; I think one has been set in East Asia (Japan), one (explicitly) in Africa (Ambiguous Savannah, probably West Africa judging from the garments), and two (including this one, which I assume is set in Anatolia) in the "Middle East".

I'd love to see textile production in Dhaka; Bustling Markets in Kumasi; Imperial Examinees victims in China, Korea, or Vietnam; mountain-carved churches in Ethiopia, herders in Mongolia, etc. Maybe I'm in the minority when I say this, but the lack of this kills the "global feeling" I think this game wants to achieve.

CK3's loading screens (as beautiful as they are) are an example of what I mean. The game is set on 3 continents, yet each artwork is centered on Europe and the Middle East. Only 1 doesn't involve Europe at all, since one of our Middle East pieces features a crusader. Despite (Sub Saharan) Africa, India, and Central/East Asia collectively taking up at least half of the map, we see nothing of them.
Looking at the original post, the art vision is explicit that it's based on a European decorative art movement with a focus on the wealthy. This seems reasonable enough from a game developer in a wealthy country in Northern Europe, and Paradox are always careful not to say they are trying to embody a global voice in their cultural production. (Because the next question is, who elected you to speak for Sudan or Nepal, Paradox Svensson?)
 
The low-saturation red and green used to differentiate positive/negative icon effects is problematic for colorblindness. Higher saturation would work better, or different color choices (red and blue, for example)
 
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Looking at the original post, the art vision is explicit that it's based on a European decorative art movement with a focus on the wealthy. This seems reasonable enough from a game developer in a wealthy country in Northern Europe, and Paradox are always careful not to say they are trying to embody a global voice in their cultural production. (Because the next question is, who elected you to speak for Sudan or Nepal, Paradox Svensson?)
I'm not talking about the UI art, I'm talking about the Splash art, which evidently does not follow that rule as you imply it. I don't know what you're referencing, but if your question is one of who "elected" me, then the aggression is uncalled for. I've noticed the increasingly global perspective this game aims to take, reflected here (in the fact that their preview gameplay images are from "nations" across the world), on their "proper" website, and on their Twitter account (where they post tweets about campaigns from various "nations"). That's not anyone speaking for anyone, at least any more than making the entire world playable, something the game is already doing. Looking at the world map as it currently exists, there seems to be a larger amount of "nations" outside of Europe and the Americas than inside that area, a ratio I expect to see staying competitive as more "nations" are added to the vast expanses of "unfilled" land in Africa, even when "Indian" territories in North America are filled (though to that point, I'd love art for them too). I'm not expecting there to be a larger amount of splash arts from outside of this "circle" than inside to correspond to this, but I am hopeful to see something closer to a balance, even if it's 60/40, 65/35, or 70/30. As of now, there are 17 Dev Diary-header pieces set in Europe or the Americas, 2 in Asia, 2 in the Middle East, and actually none in General Africa, since that piece was only in the trailer (though I expect it to turn up soon).
 
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Ooh, do I see number limits on the quantity of factories you can build in a state?
They've said that there aren't. We learned in one of the early diaries that those numbers mean how many states you can build that building in. In this case every building has the number 6 except shipyards which has 4. I'm guessing the country has 6 states of which 4 are coastal and 2 are landlocked.
 
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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
I think that's largely a contrast issue. All the numbers at the bottom, with maybe the exception of the 3 on the Fishing Wharves, are hard to read because the detailed background underneath them messes with the contrast. I don't think having to count the number of goods icons would be an improvement, especially with larger numbers. But I do hope they find a way to make the numbers more legible. The 4 on the Arms Industry is also really hard to read.
 
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I hope you haven't got even more into the direction of CK3 Notifications which IMO was a move backwards compared to Stellaris/HOI4/EU4, having it either hidden all the time or taking most of the display space isn't the best solution after all.
 
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I love the fact that icons on buttons have different colours. <3 I'm unable to play HoI4 without Coloured Buttons mod as I can't find any tab, or map mode at a glance.
I used to have the same problem in Starcraft 2 before they added colours! I consider this rather bewildering, since on non-game interfaces single colour icons/buttons are most of time the best choice.
 
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