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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
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Buildings and lots of icons
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Outliner for the market UI
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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
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Character background illustrations
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Illustrations for the different Institutions
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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
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Rome and the Vatican
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Asian building set
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Papermap and the surrounding scene
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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
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French heir
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Now that’s a fancy outfit
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Aristocrats in Harar
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Growing old
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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
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Sandstorms can be daunting
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Fire!
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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
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Clouds and Contested Territories
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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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In my opinion it looks like a 10 year old game... But maybe the pics don't do it justice.

Imperator map still looks better.

Maybe it needs more contrast or color? Something...

 
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Not concerning the graphics, but why is "Abu Bakr Ali", emir of Harar, oriental orthodox?
 
will it be possible to reduce the number of models in the game as can be done in Hoi4? my computer is not very powerful and if it is as graphically demanding as Ck3 is, I won't be able to buy it :(
 


Clouds and Contested Territories
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Strange... my experience from Vic was usually Prussia and the Netherlands teaming up to conquer Belgium then stall out Britain 'til they surrendered. Truly a new game with a new vision.
 
Not concerning the graphics, but why is "Abu Bakr Ali", emir of Harar, oriental orthodox?
Because the mix of cultures and religions have shaken out differently in the game than in real history, maybe? There wasn't really much deterministic about the way they fell out, I don't think (apart from human pecadilloes...)
 
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Trade in the Dardanelles Strait
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Once, just once, I'd like to play a game as the Ottoman Empire without having to see flat roofs (now available in the Dardanelles, of all places!), mud adobe buildings or where the visuals actually look appropriate. Just once.

It's not as though books on Ottoman architecture don't exist, and it's not as though none of your team has ever visited Turkey. Come on, guys, this is getting ridiculous.
 
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I also think the diagonal flag thingies look off. They will look wonky on many flags for sure, they aren't more informative than diagonal stripes of the map color of the conquering nation, and they look unserious.

For a game with a map which is trying to resemble maps of the Victorian era, the flag stripes are a huge misstep.

Also, it's a shame that CK3 has bespoke DNA for characters whose appearance is mostly unknown to us, but characters like Louis-Philippe, whose likeness is familiar to anyone who has glanced through a history book, are randomly generated.

It reminds me of Empire Total War's Charles II, whose mug is probably one of the most famous in pre-20th Century world history, but in the game he looked normal. Huge letdown.
 
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Once, just once, I'd like to play a game as the Ottoman Empire without having to see flat roofs (now available in the Dardanelles, of all places!), mud adobe buildings or where the visuals actually look appropriate. Just once.

It's not as though books on Ottoman architecture don't exist, and it's not as though none of your team has ever visited Turkey. Come on, guys, this is getting ridiculous.

Any reason, @Star Seeker , @LucasG21 that you respectfully disagree with this? Should I be fobbed off with some backward stupid graphics, yet again?

Perhaps Paradox is indeed incapable of wrapping its mind around the fact, but I think I've been plenty patient - I've been waiting since EU1 - for something that is actually representative rather than lazy, unimpressive or ignorant.

So, yes, Paradox, are you going to disappoint people again, and then clutch your chest in fake surprise when they shoot you down after you release the game?
 
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The devs have replied to this several but they still don't seem to be admitting that the fire is so god damn ugly. Someone high up the chain has obviously decided raging fires to de-mark border conflicts is *somehow* a good idea. Don't bother blending in the fire, just remove it completely and find another solution to convey a hot border.
 
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The devs have replied to this several but they still don't seem to be admitting that the fire is so god damn ugly. Someone high up the chain has obviously decided raging fires to de-mark border conflicts is *somehow* a good idea. Don't bother blending in the fire, just remove it completely and find another solution to convey a hot border.
I can't for the life of me understand why someone would disagree, even respectfully. The fire looks goofy.
 
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Will you let us mod out the icons in different map modes without it changing the checksum of the game? Or, is it even possible to edit these kind of icons that most people find to be distracting (i.e. change to one icon per nation)?

Before.png
 
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Definitely needs work on those flame effects, flames going over water? Really? * Just noticed this is supposed to represent a border conflict. I am not gonna lie but that flame graphic is awful. Anything but that is good. Maybe a bring red floor around the border or trenches or something? But those flame effects ruin the otherwise amazing map.

Map looks incredible though, hoping for some awesome urban sprawl as you go through the game.

Still not a fan of the UI, but there we go.
 
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.

I actually really like how you can tell from the screenshot that the Netherlands is currently occupied by Prussia! While I agree that maybe it should be a bit more transparent to show off the beautiful map you've created, I MUCH prefer this new diagonal flag method compared to the old coloured stripes. Hope you guys keep it in the final game!
 
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I actually really like how you can tell from the screenshot that the Netherlands is currently occupied by Prussia! While I agree that maybe it should be a bit more transparent to show off the beautiful map you've created, I MUCH prefer this new diagonal flag method compared to the old coloured stripes. Hope you guys keep it in the final game!

It appears there is an ongoing diplomatic play regarding the rendering style of occupation graphics; let us hope it can be resolved peacefully. :p
 
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This has been probably discussed already, but that spline-seeded flat fire (fade-out or not) is bound to remain quite poor by modern standards. If there's no way you can make it volumetric, at least scale it down in height so it looks less distracting.
 
I'm a bit late to this party, but will there be an accessibility option to replace the title logo typeface in the headers of UI elements with a non-display typeface? It's beautiful, but it's completely illegible to me past six or seven characters.
 

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Any reason, @Star Seeker , @LucasG21 that you respectfully disagree with this? Should I be fobbed off with some backward stupid graphics, yet again?

Perhaps Paradox is indeed incapable of wrapping its mind around the fact, but I think I've been plenty patient - I've been waiting since EU1 - for something that is actually representative rather than lazy, unimpressive or ignorant.

So, yes, Paradox, are you going to disappoint people again, and then clutch your chest in fake surprise when they shoot you down after you release the game?
This should be addressed for sure.