Stellaris

Stellaris Dev Tracker




07 Nov


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04 Nov

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written by Fenni Johansson, Hanna Johansson, and Nicolas Lennman

Hi! My name is Fenni and I’m an Art Producer for Stellaris.

Today, I will talk a bit about our art processes and give you a little behind-the-scenes look at how our amazing team of artists worked when creating the Aquatics species!

Exploring the narrative When creating a new species, we first start by exploring the theme, story and narrative of the species. When creating a character inspired by an existing animal, we also first explore why this animal looks the way it does and what specific characteristics we can identify. How did the animal evolve to look like this? How has the environment it lives in shaped it’s appearance and behaviour? This helps us understand what elements and why something looks and feels the way it does, and we can use it... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

03 Nov


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28 Oct

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written by Pavel Golovii and David Strömblad Lindh

Hello! My name is Pavel Golovii, I am a concept artist from the art team that has worked on the Stellaris Aquatics Species Pack. I am going to highlight the process of developing ship designs from a concept artist perspective. I will talk about the initial ideation process, inspiration, visual language and defining the look of individual ship classes.



Brief The work of a concept artist is to suggest a clear visual interpretation of game aspects often based on initially vague ideas and definitions. At this very first stage our goal was to probe for the style for the aquatic ships, invent a sort of a visual language that we then cou... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.