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Stellaris Dev Diary #186: Necroid Ships & the Art process

Hello everyone!


My name is Fredrik Toll, and I am the Art Director for Stellaris. For this week's dev diary, we wanted to give you an insight into the development process of creating the ships for the Necroids Species Pack.

Let’s dig right into it!

[h2]Designing a new Ship Set[/h2]
After settling on the theme, the first thing we do when embarking on designing a new ship-set for a species pack, is going through the core ideas of the species pack with our internal team of concept artists. In this case it was centered around the theme of death, and the various species who have cheated it. After the brief, we had everyone write down their association and ideas for this theme to know what everyone is thinking. This allows us to align more what it’s all about, share ideas, and inspire each other. By doing that we are able to highlight what is more important and what does not fit with the theme.

After this we do a search for visual reference to use in the concept process. These can be anything from patterns, statues, tiny objects, to buildings, whatever inspires us visually in connection to the theme. We look mostly for shapes, but also materials. Architecture is usually a great source of inspiration, they have great shapes, and a scale suitable for ship details. We try to avoid using other existing ships as reference since we want to develop something original, not just a variant of others, though they can still be a reference, if only to show what we don't want.
For Necroids we looked a lot at Art Deco and brutalist architecture, tombs, pyramids, as well as skulls, fossils and many other things. After reviewing and discussing the references we start sketching, going wide, anything goes. Sometimes they align a lot with our references, other times ideas come from nowhere, it’s all part of the process. This leads to a whole lot of Ship designs ideas. Here are a handful of those.



Ultimately we settled on these two references as our direction. They felt like something far away from existing ships, as well as fitting well with the theme.




[h2]
Developing the Style[/h2]
These ships are only the start though. Once we have chosen one of the styles we did in our initial look development. We have to flesh out what those mean. These are just side-views, they do not tell you everything you know, in fact, opinions of how to interpret it can differ significantly. So we need to figure that out, as well as adapting it for the demands of the game, such as having sections, having turrets etc.

Usually we start with the Cruiser, since it’s a good mid-size ship close enough to all ships sizes that it’s relevant for all designs. You also have a fallback option, if it turns out that it looks too big, you can just use it for the battleship. If it turns out too small it will be the destroyer or corvette. Here you can see a few of the concepts from the process. It looks pretty straightforward, but it takes a lot of back and forward before we nail it down.



[h2]Creating the Concepts[/h2]
Once you have the style narrowed down, it’s time to make all the actual concepts for each and every ship. Even though the style is figured out, each ship is a bit unique and each of them present new challenges, and new parts of the style to figure out. The civilian ships are different from the military ships. Each of the military types ships has a different size, and the style differs significantly from the corvette to the juggernaut. Each of the civilian ships has a very unique design and they have more in common with some stations than they do with each other. The construction ship and the mining station often share traits, as do the science ship and the research station.

[h2]Here are two different examples.[/h2]
The science ship for instance, has a much more high tech appearance than the other ships. The process is made easier though from the work we have done on previous shipsets. Some standards have been set, the science ship for instance usually has a more “cool” appearance with a more streamline almost racing type ship. This helps us know where to aim, and apply the style on that.
Sometimes it's pretty straightforward – Let’s take the example of the Science Ship. First we start by making a couple of rough versions, then choose one of those versions, then make some more versions based on that one. We then continue the process by once again choosing one of them, refining the details to finish the design, and in the end we create an asset sheet. The asset sheet is for the 3D artist to model, and know where to apply which material. It speeds up their work a lot and makes sure everything is consistent.





If you wish to see more art examples of the Necroid shipsets and read more about the art process, check out the forum post here!

Stellaris gets a spooky undead species "soon" with the Necroids DLC pack

Good news, Stellaris fans - the strategy game's devs are bringing a bunch of new opportunities to roleplay within its universe, and "soon". Those of us looking to slip into the space boots of some undead aliens for a light spot of death worship will soon be in luck - the Necroid Species Pack has been announced by developer Paradox Interactive. Space, it seems, is about to get a whole lot spookier.


The teaser trailer, which you can check out below, opens on a line of robed figures making their way through a vast temple, apparently constructed from fractured, glowing circuitry. "We are born at the moment of surrender," rasps the voiceover, "when the flesh fails, and unlocks our true potential". A fun and wholesome time for all, then.


This is especially exciting as it comes just a few days after the news that Stellaris is getting corporate death cults. The upcoming civic will allow your empire to sacrifice willing volunteers for fun, profit, and various societal bonuses (hey, they should have read the contract). "The more blood that is shed, the more likely you are to get the better blessings," says Paradox. We're betting this will end up playing into the new species pack, somehow.


Read the rest of the story...


RELATED LINKS:

Stellaris is getting corporate death cults

Pocket Gamer Connects' Big Screen Gaming event kicks off today - here's what's on

Stellaris gets a "free weekend" for its fourth birthday - which starts today


Stellaris: Necroids Species Pack announced, huge Paradox sale going on

Paradox are set to return to my favourite grand strategy game, with the announcement of a brand new DLC coming to Stellaris with the Stellaris: Necroids Species Pack.

Read the full article here: https://www.gamingonlinux.com/2020/09/stellaris-necroids-species-pack-announced-huge-paradox-sale-going-on

Stellaris Dev Diary 185 - Announcing Necroids

Hello everyone!

Today we bring you some exciting news about our upcoming Species Pack! We’re happy to announce that our next species pack will be themed around death and should allow you to live death to the fullest! Check out the trailer below:

https://www.youtube.com/watch?v=q0WbgYFvb5I&feature=emb_title



Necroids will feature:


  • 15+1 new portraits (the +1 being machine)
  • 1 new Ship Set
  • 1 new City Set
  • 1 new Room background
  • 1 new Origin
  • 3 new Civics
  • 1 new pre-scripted Empire
  • 1 new Advisor Voice


We wanted to add ships that had a more sinister or evil appearance, and I’m very happy to say we’ve made something really great. We’ll go into more detail about the ships, and give you a peek into the art process, in a future dev diary.

True to the theme, we wanted the portraits to revolve around death, but not look outright undead or decaying. We never intended the Necroids to be specifically undead, but rather themed around death. Similar to the ships, we will be doing a dev diary in the future to give you a peek into the art process, and also reveal all the new portraits. Stay tuned!

Regarding the other features, we have already shown you some of them, such as the Death Cult Civic and the Memorialist Civic. The remaining features will be revealed over the next couple of weeks, and maybe you'll even get to learn about Jeff. But for now, let’s pass the Mishar Cabal into our memories.

---

General Donnten threw her bloodied axe next to Ostiir’s severed head. The others in the Leadership Council would remember this the next time they considered interrupting her in the Mishar Althing.

She pushed past the acolytes that were coming to deal with the corpse. They were annoyed - the rites were always harder if the head was removed - but they would just have to stitch it back together.

Smiling to herself, she left the arena. At least Ostiir would be an obedient little soldier now.

Stellaris is getting corporate death cults

Any empire worth having requires great sacrifice, and sometimes that sacrifice must be great, for the good of all. The latest update for Stellaris adds death cults to the strategy game, allowing all your subjects thoroughly prove their loyalty.


Per the announcement on Steam, cults come in two flavours: regular, and corporate. The former is religious, having initiates dedicate themselves to a decade of fervent study before voluntary death that generates societal bonuses. As you might have guessed, the latter's all about stone cold profit - continuous sacrifice is believed to bring good fortune, resulting in, well, good fortune.


Inspired by the Sunset Invasion expansion for Crusader Kings 2, which brought human sacrifice by way of the Aztecs, developer Paradox Development Studio wants to continue its "exploration of mortality" with this content in the space game. "Death Cults that have Mortal Initiate positions filled gain access to three new Sacrifice Edicts that let them perform the ritual slaughter to the gods (or whatever force your empire's pops believe in)," read the post. "They're a bit fickle though, and the magnitude of the benefits varies, but the more blood that is shed, the more likely you are to get the better blessings."


Read the rest of the story...


RELATED LINKS:

Pocket Gamer Connects' Big Screen Gaming event kicks off today - here's what's on

Stellaris gets a "free weekend" for its fourth birthday - which starts today

Stellaris' Anniversary update lands next week - here are the 2.7 Wells patch notes