


Where possible, we based clothes on reconstructed sewing patterns from extant medieval clothing. Of course, sometimes we had to try and find good compromises in the designs that would work for the entire timespan of the game. Our illustrations and icons are made to reflect the time period, just like the 3D art that populate the map. An example of this would be the characters’ portraits, we did not want them small and static, they are now front and center, and show off their standing or lack thereof through clothing, as well as show how they feel about what is happening to them through body language.Ī MEDIEVAL GAME – We made a great effort to keep a good level of historical accuracy in our designs. To keep ourselves on-track, three key pillars guide the art department on CK3:Ī ROLE-PLAYING EXPERIENCE – This pillar is represented by our goal to give life to the characters and their unfolding stories.

Reinforcing that through the art has been the main goal. If you recall dev diary #0, Henrik Fåhreus’ vision of the game has a big focus on characters and storytelling, as well as approachability and player freedom. The starting point for the art direction is, as it should be, the game design. Let’s start by talking about the way we’ve approached creating the graphics for the game! Cool?Ĭertainly, you’ve seen a lot of the art already, in various states of completion, with all our diaries and previews. I’ve written this diary together with the art team, and if you promise to tell everyone this is the best dev diary so far, there will be some sweet wallpapers at the end of it. Hey! Let’s talk about the art of Crusader Kings III! Our artists will reply to your questions in comments on our forums! Hello my name is Joacim, Art Lead on Crusader Kings 3, I am posting here a developer diary written by Pontus, Art Director on Crusader Kings 3, currently on paternity leave.
