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Victoria 3 - Dev Diary #49 - Graphics Overview

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Hey everyone! I’m Max, Art Director of Victoria 3, here to go over the different visual elements of the game and give you some insight into our process. The games’ visual pillars center around Elegance, Hopefulness and some of the older visual elements of the Victorian era, this will be present within each visual category and discipline.

To start off, a lot of things have happened visually over the last year, even in these last few weeks a lot of tweaks and improvements have been made thanks to the team! To go over some of these improvements I’ll be giving a brief overview, starting with:

Interface
The lead of the 2D art team, Kenneth Lim, talked a lot about our interface visuals in Dev Diary #30 so make sure to check that out! The components of the interface have not changed drastically since then, but have rather been refined and more illustrations have been incorporated into menus that are very text heavy or where a bit more flavor helps. In general the interface direction wants to provide visuals that are elegant and ornate but not too heavy, with a palette that compliments the visuals of the map and illustrations, making icons and button interactions pop out from it. Working closely with the UX designers we aim to put the visual emphasis and focus where your important decisions can be made, ensuring that interactable objectives and buttons are clear and have an order of importance.

Interface for the politics, showing various different elements
politicsui.png


Buildings and lots of icons
buildingsui.png


Outliner for the market UI
marketui.png

Illustrations
As illustrations are being incorporated more frequently in the game we want to ensure they have a consistent style, a style that is something of a mix between modern digital art and some older 19th century style and technique with clear brush strokes. We also try to ensure that they all have a hopeful (though some quite grim) feel to them that gives flavor to your decisions and the Events that do occur while still not discouraging you. The illustrations for Events are quite vast, and with so many different possible events occurring one thing we have tried to ensure is that all different cultures of the game are represented within Events. The downside of this decision is that some of our events will look pretty specific to a culture while applicable to almost everyone, this is something we will look to improve in the future!

Event Illustration within the interface
eventillustration.png


Character background illustrations
characterbackgroundillustration.png


Illustrations for the different Institutions
illustrationsinstitutes.png

Map
The map of the world is something we’ve put a lot of effort into making sure looks both very interesting yet soothing enough not to compete in complexity with the interface and the actions you take, steering clear of too much clutter and maintaining the visual pillars that gives the player satisfaction of seeing their course of the world progress. We also try to ensure a visual hierarchy of what is important to look at by balancing the complexity of assets as well as their scale. During next week’s’ DD I’ll be talking more about the elements that help make the map feel alive and how we visually change the world as the game progresses. But aside from that the papermap, the zoomed out version of the 3d map, also has a lot of visual detail put into it, lots of small illustrations and details that make it more interesting to look at alongside the scene with the table and objects surrounding it to contextualize that this is you overlooking the world as a whole. Other elements present on the map are the buildings of different cultures that make up the Hubs that range from small farms to huge monuments, in addition there’s also a vast assortment of military 3d units that appear when battles take place.

Trade in the Dardanelles Strait
tradeindardanelles.png


Rome and the Vatican
romeandvatican.png


Asian building set
asianbuildingset.png


Papermap and the surrounding scene
papermap.png

Characters
The characters of Victoria 3 aim to be visually representative not only of the stratas they inhabit but also of their profession and its characteristics. Butchers sporting cleavers, farmers have pitchforks and servicemen have rifles, all this in combination with various different appearances for different cultures, a large age spectrum as well as a plethora of different outfits ranging from farmer rags to exquisite dresses gives a really varied appearance of the game's characters. While our visual pillars still stand even for the characters, ensuring that their appearance is a bit softer and filled with a bit of hope, they also show when they are not doing well, giving starving Pops altered idle animations where they look displeased and hunched forward. We are still finding new ways of increasing the personalities of characters and their overall visuals and look forward to giving them even more life in the future!

Farmers in Burma
farmersburma.png


French heir
frenchheir.png


Now that’s a fancy outfit
fancyoutfit.png


Aristocrats in Harar
aristocratsharar.png


Growing old
growingold.gif

VFX
The visual effects that we have in game range from emphasizing certain button presses to atmospheric weather effects like rain, sand and snowstorms but where it’s most prevalent is through wars and battles where units fire devastating cannon shots or even flamethrowers, really emphasizing the situation! The game’s VFX also helps provide a sense of what’s happening on the map, visualizing things like buildings being built and completed, turmoil, revolutions and celebrations among many.

It does snow a lot between Sweden and Norway
snowbetweenswedenandnorway.png


Sandstorms can be daunting
sandstorm.png


Fire!
fire.png

Technical Solutions
For a lot of the neat details and dynamic elements of the game we have Technical Art providing smart solutions to things like waves around shorelines, the clouds that provide depth and fog of war to the map as well as how country borders and occupied territories look.

Smart shader work makes waves not take up too much performance
Waves.png


Clouds and Contested Territories
cloudsandcontestedterritory.png

That should give you some insight into how we work on the visual side of Victoria 3! As mentioned before, next week will have another Developer Diary from yours truly with a more in-depth look at the Living Map and how things change through the course of the game. We are still making a lot of nifty changes to things and can’t wait for you all to experience Victoria 3 in all its glory!
 
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I could not disagree more. Even ignoring the aesthetics and whether the new way looks good or not, it introduces a big issue to map readibility.

See, before on the world map it was all about country's map color. Every nation had its own and occupation was shown as overlapping colors. When you saw two countries fighting, just at a glance you saw very literally which nation is encroaching on the other's territory. You wouldn't need to know anything about the conflict or the countries involved to have a broad idea how the war is going, it was all on the map, clear as day.

Replacing old stripes with flags results in the player needing to know how the flags of warring nations look like, for the occupation visuals to be of any use. This is a problem, because:
1. Country flags are not visible directly on the map, not like country colors - the player has to manually use other UI elements to check the flags and then remember how they look like. If one doesn't have all the flags of all the nations perfectly embedded in his memory, he has to manually decode what the occupation visuals are showing, by clicking through menus, looking for who is involved in the war and what do their flags look like. That's additional busywork that wasn't required before and feels like a huge step back.
2. Flags change throughout the game, as governments of nations change. The players will either need to meticulously keep up with these changes, or it's back to checking the flags every time you see a new war on the map.
3. When many nations are involved in a war, before with stripes it could lead to a big unreadable mess of variously-colored stripes. It was already an issue, but with this new system it will be 100x worse.

I don't see how the new way is an improvement over old stripes, in any way. Not even in the aesthetics department, personally I find the flag spam ugly as hell, completely unintuitive and looking very out of place.

Stripes are a good and time-tested method of showing occupation, both in real maps and video games. Don't change things just for the sake of changing them. Please add an option for stripes visual, or at the very least make sure it will be possible to mod them back in.

Idea -- this could be the best of both worlds or the worst as a failed compromise, though here we go:

What about incorporating an animated fading swipe (think slow flag flapping motion) that moves diagonally and alternates between the occupying nation's national color (traditional) and the new flag (either in the current diagonal stripes or as one giant non-repeating graphic)?

The impression that I'm trying to convey is that of a flag marching across contested territory (which may or may not also fulfill the role of the flaming front graphics as well).

In any case, I certainly appreciate the community and team's discussion. :)
 
A minor grammatical point, which may be moot because the localization is likely moddable: “Therevada Burmese Farmers” and “Sunni Oromo Aristocrats” is the more idiomatic order; the other order just sounds…off. It’s not incorrect, exactly; it just doesn’t sound right.
Then why is it Roman Catholic and not Catholic Roman?
 
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Then why is it Roman Catholic and not Catholic Roman?
"Roman Catholic" is the name of the christian denomination, where "Roman" is a descriptor of Catholic. Not a culture + religion, so it's a misleading comparison even though 'Roman' is technically a culture.

That being said, I don't really agree with him either. "Catholic German Farmer" or "German Catholic Farmer" both sound equally fine to me. I'd probably just use one or the other depending on which I would emphasize, and as in this area culture became more important than religion, I'd go for German Catholic Farmer in v3.
 
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A minor grammatical point, which may be moot because the localization is likely moddable: “Therevada Burmese Farmers” and “Sunni Oromo Aristocrats” is the more idiomatic order; the other order just sounds…off. It’s not incorrect, exactly; it just doesn’t sound right.
I'm guessing since the culture is more important and relevant to gameplay than the religion of each POP, that's why the culture goes first so the most important things for the player are first and last on the interface instead of being less visible in the middle.
 
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Would the clothing change later on once the nation becomes recognized? i.e. Japan and Siam ones

If not, then it would probably be better to reuse the western ones for Siam instead of the Kongbaung clothing they got right now (example below is King Rama IV/Mongkut of Siam and King Norodom of Cambodia respectively)
View attachment 848344View attachment 848345

For other pop types, Mainland Southeast Asia (with the exception of Vietic ones who're closer to Chinese sphere cultural-wise) i.e. farmers and such can reuse the Indian clothing sets rather than using the western ones like the WIP pic above. On the other hand, Maritime Southeast Asia could probably use whatever the Ottomans got as Songkok/Cepi/Kopiah were based on the Turkish Fez.
Yes, but this is also Mongkut:

King_Mongkut_on_his_Throne.jpg

Although many people wore Western dress, especially in photos and portraits, for pragmatic reasons in this period, I'd prefer non-Western dress to be used (provided it's reasonably historical).
 
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Interface for the politics, showing various different elements
View attachment 848034



French heir
View attachment 848046

i remember posting ages ago to ask about the french dynasties, and I'm glad to see the first little bit of caring about them. is there anything more to them then names of parties? the struggle between the Legitimist, Orléanist, and Bonapartist monarchists, and also the republicans, was a big part of 19th century french history, and it should get its due regard.
 
This looks amazing! Can't wait for it to come out! one question though. Will you be adding in historical figures that don't come in until very late in the Victorian era? for example Hitler, Stalin, Roosevelt, Wilhelm II and the others? if this goes until 1936 they should be added right?
 
I could not disagree more. Even ignoring the aesthetics and whether the new way looks good or not, it introduces a big issue to map readibility.

See, before on the world map it was all about country's map color. Every nation had its own and occupation was shown as overlapping colors. When you saw two countries fighting, just at a glance you saw very literally which nation is encroaching on the other's territory. You wouldn't need to know anything about the conflict or the countries involved to have a broad idea how the war is going, it was all on the map, clear as day.

Replacing old stripes with flags results in the player needing to know how the flags of warring nations look like, for the occupation visuals to be of any use. This is a problem, because:
1. Country flags are not visible directly on the map, not like country colors - the player has to manually use other UI elements to check the flags and then remember how they look like. If one doesn't have all the flags of all the nations perfectly embedded in his memory, he has to manually decode what the occupation visuals are showing, by clicking through menus, looking for who is involved in the war and what do their flags look like. That's additional busywork that wasn't required before and feels like a huge step back.
2. Flags change throughout the game, as governments of nations change. The players will either need to meticulously keep up with these changes, or it's back to checking the flags every time you see a new war on the map.
3. When many nations are involved in a war, before with stripes it could lead to a big unreadable mess of variously-colored stripes. It was already an issue, but with this new system it will be 100x worse.

I don't see how the new way is an improvement over old stripes, in any way. Not even in the aesthetics department, personally I find the flag spam ugly as hell, completely unintuitive and looking very out of place.

Stripes are a good and time-tested method of showing occupation, both in real maps and video games. Don't change things just for the sake of changing them. Please add an option for stripes visual, or at the very least make sure it will be possible to mod them back in.

I'm not necessarily a huge fan of replacing the stripes with flags for occupied territories but the change is not that a big deal IMO. To address your first and second points - Keeping abreast of the ongoing changes within countries and polities is like a major part of this time period, even a little before this time period but especially starting from this time period (and something that is still important in today's geopolitics too) due to the reduced communication times as empires became global and hence so did empire and nation building. Keeping track of government changes in all countries big and small should be a pivotal part of this game so I don't see it as a huge problem if the player has to check up on flags a few extra times. It will only make for a more immersive game. That being said, I do agree with you that hopefully there will be an easy/quick/intuitive way to do this (maybe a "War Score" ticker with the flags at the top or bottom (like in CK3). As for your third point, the most straightforward fix could be by simply only using the flag of the leading country of a coalition on the map. Ultimately, there's no clear solution to this anyway and flags won't really make much of a difference in terms of mess compared to stripes either.
 
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Then why is it Roman Catholic and not Catholic Roman?
Because Roman is a plain adjective while Catholic is a nominalized adjective standing for "Catholic [faith]", which, hence, functions as a noun.
It is the Catholic [faith] which is Roman, not the reverse.

In "Therevada Burmese Farmers” and “Sunni Oromo Aristocrats”, "Farmers" and "Aristocrats" are the (plain) nouns.
 
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I'm not necessarily a huge fan of replacing the stripes with flags for occupied territories but the change is not that a big deal IMO. To address your first and second points - Keeping abreast of the ongoing changes within countries and polities is like a major part of this time period, even a little before this time period but especially starting from this time period (and something that is still important in today's geopolitics too) due to the reduced communication times as empires became global and hence so did empire and nation building. Keeping track of government changes in all countries big and small should be a pivotal part of this game so I don't see it as a huge problem if the player has to check up on flags a few extra times. It will only make for a more immersive game. That being said, I do agree with you that hopefully there will be an easy/quick/intuitive way to do this (maybe a "War Score" ticker with the flags at the top or bottom (like in CK3). As for your third point, the most straightforward fix could be by simply only using the flag of the leading country of a coalition on the map. Ultimately, there's no clear solution to this anyway and flags won't really make much of a difference in terms of mess compared to stripes either.
It's not an enormous deal, but it's still requires manual checking, stripes did not.

It's just, no matter how I look at this, the flag spam doesn't do anything better than stripes, and some things it does worse. I don't get why it was changed, it doesn't even look good!
 
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They look really lovely! A question about the cities, though: are the houses able to change appearance depending on the population's culture? And maybe also based on how wealthy the pops living there are? It reminds me a bit of how the little houses around the settlements changed their appearance as the town grew wealthier in TW Empire, and I think it could be a nice touch seeing your cities getting transformed over time, a bit like how Paris turned from a medieval town at the start of the century into a great city at the end of it!
 
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They look really lovely! A question about the cities, though: are the houses able to change appearance depending on the population's culture? And maybe also based on how wealthy the pops living there are? It reminds me a bit of how the little houses around the settlements changed their appearance as the town grew wealthier in TW Empire, and I think it could be a nice touch seeing your cities getting transformed over time, a bit like how Paris turned from a medieval town at the start of the century into a great city at the end of it!

Based on dominant local culture, primary national culture, or some combination based on proportions of cultures present?
 


Trade in the Dardanelles Strait
View attachment 848041

This is middle eastern art in Anatolia and Konstantiniyye (name of the period). It is WRONG!
This is how Anatolian architecture looks like:

Perfect example of Turkish architecture in Ottoman era. Something needs to be done with it.

View attachment 838517
Please fix this before release cause its terrible and unfitting. @Max_Art
 
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Something that's puzzled me for a long time, since it's so consistent in all Paradox games bar Imperator, but isn't Rome predominantly on the southern bank of the Tiber river? Yet the vast majority of PDX games puts the city center on the northern bank, with barely, if any, presence on the south bank.


You're right.

For the portion of the Tiber flowing from North to South, the Roman Forum is on the East bank whereas the Vatican is on the West bank of the river.

(As the river arcs to the sea, that would then mean Rome is predominantly on the Southern side.)


Maybe games taking place during Papal States made sense for them to put capital on the opposite side?
 
Cheers for the DD Max, and all the extra info - Vicky 3 looks very, very visually appealing from my angle :)

That is a very nice idea, we're always looking to add new life to the map and currently only have big seagulls and vultures and we'll see what we're able to do!

For a random thought, Flying fish or whales breaching at sea could be cool? Done in moderation of course.

Alright, to walk you through my train of thought here; I am very aware that diagonal stripes have been used as visual language for a long time, my intent with the flags where to try to steer away from them by actually providing visualization of the country taking the territory in question. The diagonal angle we currently have for the flags was a way to still have some kind of resemblance of the old, since upon implementation of the new system and horizontal flags we thought people might have an easier time understanding the new visual language better with some elements that are familiar. Still, I think having flags instead of just stripes in country colors is a big improvement and if people are scarred by the old diagonals then we could look into adjusting it.

A random thought, but what happens if two countries with similar flags are at war? Is there the potential for this system to become confusing?

For a maritime-themed pic, we know from the naval DDs that at the very least pre-dreadnoughts will be represented on the map, so here's a pic of one - the French battleship Charlemagne, with the characteristic high superstructure and extreme tumblehome that was reflected in many French (and Russian) battleships of the time, as well as the thick "military masts" that were used for a brief period.

1654988796401.png
 
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