Europa Universalis IV - BjornB


Hello all, time for another EU4 dev diary!

I'm Catalack, the producer of all things DLC for all PDS in-house titles. This time I've been invited to talk a bit about the production process of our DLC's - that is; content packs, unit packs, music packs... any type of pack really. These are usually released alongside the expansions and most of the time involves cosmetic content.

Buckle up!

How DLC's are born
First off there is always the brain picking. This is the part where I hunt down the designers for what type of content they actually want to accompany the next expansion. In EU4's case this usually means Johan, Wiz and in more recent times DDRJake. This step has a varying degree of difficulty since some projects have a detailed wishlist already and some don't. Sometimes it requires making designers sit down and iron out details over an after work beer. EU4 has a well thought out plan for future content packs though, so it's usually no sweat. CK2 on the other hand... (*totally not looking at you Doomdark*).

It does also happen that I put together my own suggestions for what should go into the packs. These suggestions still need to be looked at by the designer, but it usually means less work for them.

It can look something like this:



Brand Team Says Yay or Nay
When the designer or product owner has given their thumbs up on the content, it's off to the Brand Team for a final confirmation before production starts. This is the part of the company where all the different parts of the organisation syncs up. Devs, sales, marketing, production etc, and it's the final threshold for any type of content that will reach our customers and players. The Brand Teams at Paradox are usually very quick to respond to any type of situation and while we agree with each other most of the time, it has happened that some content needs to be cut (often to be used somewhere else or put into future releases).

Production begins
When a pack has been approved by all relevant instances, it's time to decide who does what. We have a couple of really talented in house artists and composers, as well as third party studios who sometimes help out when our in-house resources are too strained working on main expansions rather than cosmetic DLC.
Usually the work is split between both in house people and outsourcing.

Worth to mention here is that we try to also make use if our dedicated community, as we have several third party content creators who are fans and modders. Collaborating with them gives us both an excuse to pay them for their dedication, as well as opportunities to work with people who actually knows our games, rather than a random outsourcing studio who might have the technical know how, but not be familiar with games such as ours. I'm amazed at what some of them go through for the sake of making our games better. Cudos.

Historical Research
This is a topic I expect many of you are interested in! Content production always begins with extensive research and mock ups. Both me and each content creator put in a lot of time on doing the research for each piece of unit created. We have a lot of history buffs both among artists and scripters, so this step usually goes pretty smoothly.

The only problem is when sources lead back to... our own games and wiki.

Here's an example of what a mock up can look like:

One of my personal favorites. The Cossacks was really fun to work with.

Good sources can sometimes be really hard to come by, and on that affect the end result negatively, as we saw recently with the Mare Nostrum Content Pack.
We recently hired an artist specifically for the purpose of keeping track of outsoruced material and DLC creation. I'm happy Carlberg has joined the team!

When the art happens
After the mockups are approved, 3D work starts. This is sometimes a challenge since we have to balance the restrictions of Clausewits with a proper level details to make units quickly recognizable at a distance - since most people play with camera zoomed out.

Example:



Final prep and the deep dark depths that is the Steam Backend
When all content is done and delivered, I package it and make sure everything works in game. Then I leave it in our QA departments capable hands, and wait for release to come around.

That is when I must enter the Steam backend jungle. If you ever apply for a job where the job description says "experience with steam backend", turn around and run. Unless the position is at Valve because then I urge you to please take the job and update the steam backend and make it a bit more user friendly!

Anyway, here I set up all relevant depots and give them fake names to prevent data mining/leaks among other things.
Coming up with fake names is one of the highlights of this step:


Not to worry, just before release I give them their proper names!

It’s usually around this time that we also post renders on the forums and get some feedback from you guys.
Example:



Rinse Repeat
And after release, the whole process starts all over again! I usually have all of the different projects up and running at the same time, and so I'm always in the beginning, middle or end of any one DLC cycle.

And never once is it boring.


//Catalack

Read original post

Useful links
Official Website
Europa Universalis IV Wiki
Developer Diary Archives
Europa Universalis IV - BjornB


Hello all, time for another EU4 dev diary!

I'm Catalack, the producer of all things DLC for all PDS in-house titles. This time I've been invited to talk a bit about the production process of our DLC's - that is; content packs, unit packs, music packs... any type of pack really. These are usually released alongside the expansions and most of the time involves cosmetic content.

Buckle up!

How DLC's are born
First off there is always the brain picking. This is the part where I hunt down the designers for what type of content they actually want to accompany the next expansion. In EU4's case this usually means Johan, Wiz and in more recent times DDRJake. This step has a varying degree of difficulty since some projects have a detailed wishlist already and some don't. Sometimes it requires making designers sit down and iron out details over an after work beer. EU4 has a well thought out plan for future content packs though, so it's usually no sweat. CK2 on the other hand... (*totally not looking at you Doomdark*).

It does also happen that I put together my own suggestions for what should go into the packs. These suggestions still need to be looked at by the designer, but it usually means less work for them.

It can look something like this:



Brand Team Says Yay or Nay
When the designer or product owner has given their thumbs up on the content, it's off to the Brand Team for a final confirmation before production starts. This is the part of the company where all the different parts of the organisation syncs up. Devs, sales, marketing, production etc, and it's the final threshold for any type of content that will reach our customers and players. The Brand Teams at Paradox are usually very quick to respond to any type of situation and while we agree with each other most of the time, it has happened that some content needs to be cut (often to be used somewhere else or put into future releases).

Production begins
When a pack has been approved by all relevant instances, it's time to decide who does what. We have a couple of really talented in house artists and composers, as well as third party studios who sometimes help out when our in-house resources are too strained working on main expansions rather than cosmetic DLC.
Usually the work is split between both in house people and outsourcing.

Worth to mention here is that we try to also make use if our dedicated community, as we have several third party content creators who are fans and modders. Collaborating with them gives us both an excuse to pay them for their dedication, as well as opportunities to work with people who actually knows our games, rather than a random outsourcing studio who might have the technical know how, but not be familiar with games such as ours. I'm amazed at what some of them go through for the sake of making our games better. Cudos.

Historical Research
This is a topic I expect many of you are interested in! Content production always begins with extensive research and mock ups. Both me and each content creator put in a lot of time on doing the research for each piece of unit created. We have a lot of history buffs both among artists and scripters, so this step usually goes pretty smoothly.

The only problem is when sources lead back to... our own games and wiki.

Here's an example of what a mock up can look like:

One of my personal favorites. The Cossacks was really fun to work with.

Good sources can sometimes be really hard to come by, and on that affect the end result negatively, as we saw recently with the Mare Nostrum Content Pack.
We recently hired an artist specifically for the purpose of keeping track of outsoruced material and DLC creation. I'm happy Carlberg has joined the team!

When the art happens
After the mockups are approved, 3D work starts. This is sometimes a challenge since we have to balance the restrictions of Clausewits with a proper level details to make units quickly recognizable at a distance - since most people play with camera zoomed out.

Example:



Final prep and the deep dark depths that is the Steam Backend
When all content is done and delivered, I package it and make sure everything works in game. Then I leave it in our QA departments capable hands, and wait for release to come around.

That is when I must enter the Steam backend jungle. If you ever apply for a job where the job description says "experience with steam backend", turn around and run. Unless the position is at Valve because then I urge you to please take the job and update the steam backend and make it a bit more user friendly!

Anyway, here I set up all relevant depots and give them fake names to prevent data mining/leaks among other things.
Coming up with fake names is one of the highlights of this step:


Not to worry, just before release I give them their proper names!

It’s usually around this time that we also post renders on the forums and get some feedback from you guys.
Example:



Rinse Repeat
And after release, the whole process starts all over again! I usually have all of the different projects up and running at the same time, and so I'm always in the beginning, middle or end of any one DLC cycle.

And never once is it boring.


//Catalack

Read original post

Useful links
Official Website
Europa Universalis IV Wiki
Developer Diary Archives
Hearts of Iron III - BjornB
Hearts of Iron III - BjornB
Crusader Kings II - BjornB


Hi!

It is my turn to write a DD for CK2 and it is about something that perhaps we don’t mention that often: Audio.

Or more specific for this entry; Death Screams & SFX.

For the new expansion I got an important task, it was to create new sound effects for executing characters and also create assets for other ways different characters can die in the game such as falling off a balcony or being mauled by a bear.

So basically for this task I did a bunch of research to see how cruel people were back in the days and how “creative” they could be when executing people.

I needed to create a lot of “gore” sound effects so to achieve this I went out and did some grocery shopping.


The leek and celery were to recreate some “sweet” and intense bone cracking sound effects while the pepper and salad were to create a “slow crushing” sound effect.

The big problem for this task was a major one; Screams. And a lot of them.

So I took the opportunity to do some internal auditions and invited co-workers to the torture chamber aka sound studio.

Another challenge was to get people to sound like they are… dying? I got to do a lot of “dummy” recordings where you could hear me die in different ways, and some of these recordings made their way into the expansion as well, so my co-workers could get to “dub” me or have some kind of a reference.

I’ll not tell you who is dying, that is up to you to guess. \m/

Here we have a female version of being impaled:

https://www.youtube.com/watch?v=08Tdun5nhUo
Here is a version from the Spanish method of garroting:

https://www.youtube.com/watch?v=L37MOstNKIM
There could be a few hunting accidents:

https://www.youtube.com/watch?v=79_YnsBioGs

https://www.youtube.com/watch?v=dNB9J_TLnAs
Or sometimes people went kind of extreme with burning people:

https://www.youtube.com/watch?v=f0fHNZm4BTk
Few causes when people were thrown down into a nasty pit:
https://www.youtube.com/watch?v=5ebJ0PtimBw

Or just want people to suffer really hard before dying:

https://www.youtube.com/watch?v=Smzvpm5YBeA
A bonus video of our dear CEO trying out for a role:

https://www.youtube.com/watch?v=FBgfkrMGWvw

Read the original post

Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives
Crusader Kings II - BjornB


Hi!

It is my turn to write a DD for CK2 and it is about something that perhaps we don’t mention that often: Audio.

Or more specific for this entry; Death Screams & SFX.

For the new expansion I got an important task, it was to create new sound effects for executing characters and also create assets for other ways different characters can die in the game such as falling off a balcony or being mauled by a bear.

So basically for this task I did a bunch of research to see how cruel people were back in the days and how “creative” they could be when executing people.

I needed to create a lot of “gore” sound effects so to achieve this I went out and did some grocery shopping.


The leek and celery were to recreate some “sweet” and intense bone cracking sound effects while the pepper and salad were to create a “slow crushing” sound effect.

The big problem for this task was a major one; Screams. And a lot of them.

So I took the opportunity to do some internal auditions and invited co-workers to the torture chamber aka sound studio.

Another challenge was to get people to sound like they are… dying? I got to do a lot of “dummy” recordings where you could hear me die in different ways, and some of these recordings made their way into the expansion as well, so my co-workers could get to “dub” me or have some kind of a reference.

I’ll not tell you who is dying, that is up to you to guess. \m/

Here we have a female version of being impaled:

https://www.youtube.com/watch?v=08Tdun5nhUo
Here is a version from the Spanish method of garroting:

https://www.youtube.com/watch?v=L37MOstNKIM
There could be a few hunting accidents:

https://www.youtube.com/watch?v=79_YnsBioGs

https://www.youtube.com/watch?v=dNB9J_TLnAs
Or sometimes people went kind of extreme with burning people:

https://www.youtube.com/watch?v=f0fHNZm4BTk
Few causes when people were thrown down into a nasty pit:
https://www.youtube.com/watch?v=5ebJ0PtimBw

Or just want people to suffer really hard before dying:

https://www.youtube.com/watch?v=Smzvpm5YBeA
A bonus video of our dear CEO trying out for a role:

https://www.youtube.com/watch?v=FBgfkrMGWvw

Read the original post

Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives
Europa Universalis IV - BjornB


Hello and Welcome to another development diary for Europa Universalis IV. Today we’ll talk a bit about the future of the game, and what we aim at achieving with it.

It is now almost three years since we released EU4, and the game is growing every month, with far more people playing it today, than ever before. And as we have said before, we’ll continue to support the game with patches and expansions as long as you keep buying them.

Currently we have ideas and designs for several years worth of expansions, but those designs change and grow whenever we read your feedback.

There are of course concerns and challenges with expanding to an already complex game, and what can be added without making the game unplayable. It is also a fine thread to decide which ones should be behind the paywall and which should be free.

While a fair amount of requests keep coming for more peace activities, that also creates challenges, as if that is too engaging, you will suffer when you end up in unplanned wars, and get a far worse experience.

So what do we want to do with EU4 in the future?

Well, there are some parts of the world we want to add more unique flavor to. I am fairly happy with Europe, and we’ve done quite a lot of focus on mechanics for the New World, but there are areas like East Asia, India & Middle East which deserve far deeper looks in the future. With unique flavor I mean things like Dutch Republic, Nahuatl Religion, Polish Elective Monarchy, HRE Religious League Wars, Hordes Razing Provinces, etc… I envision EU4 in 3 years with far far more difference playing each country in the world.

There are also aspects of the game which we once were happy with, but feel would require are not entirely happy with now. Our technology system, basically hailing from EU1, is based too much around rigid tech groups, punishing nations outside of Europe. We’re not entirely happy with how culture works now, and the diplomatic interface just can’t handle the amount of states and actions we currently have. Can these be changed? Maybe? Time will tell.

Here's a screenshot of something you've never seen before.




Anyway, next week I’m gone on holidays, but Catalack will talk about units for eu4.

Read original post

Useful links
Official Website
Europa Universalis IV Wiki
Developer Diary Archives
Europa Universalis IV - BjornB


Hello and Welcome to another development diary for Europa Universalis IV. Today we’ll talk a bit about the future of the game, and what we aim at achieving with it.

It is now almost three years since we released EU4, and the game is growing every month, with far more people playing it today, than ever before. And as we have said before, we’ll continue to support the game with patches and expansions as long as you keep buying them.

Currently we have ideas and designs for several years worth of expansions, but those designs change and grow whenever we read your feedback.

There are of course concerns and challenges with expanding to an already complex game, and what can be added without making the game unplayable. It is also a fine thread to decide which ones should be behind the paywall and which should be free.

While a fair amount of requests keep coming for more peace activities, that also creates challenges, as if that is too engaging, you will suffer when you end up in unplanned wars, and get a far worse experience.

So what do we want to do with EU4 in the future?

Well, there are some parts of the world we want to add more unique flavor to. I am fairly happy with Europe, and we’ve done quite a lot of focus on mechanics for the New World, but there are areas like East Asia, India & Middle East which deserve far deeper looks in the future. With unique flavor I mean things like Dutch Republic, Nahuatl Religion, Polish Elective Monarchy, HRE Religious League Wars, Hordes Razing Provinces, etc… I envision EU4 in 3 years with far far more difference playing each country in the world.

There are also aspects of the game which we once were happy with, but feel would require are not entirely happy with now. Our technology system, basically hailing from EU1, is based too much around rigid tech groups, punishing nations outside of Europe. We’re not entirely happy with how culture works now, and the diplomatic interface just can’t handle the amount of states and actions we currently have. Can these be changed? Maybe? Time will tell.

Here's a screenshot of something you've never seen before.




Anyway, next week I’m gone on holidays, but Catalack will talk about units for eu4.

Read original post

Useful links
Official Website
Europa Universalis IV Wiki
Developer Diary Archives
Europa Universalis IV - BjornB


You can still play with 1.16.3 if you wish. It's available through the BETAS tab as per usual.

Read the patch notes...
Europa Universalis IV - BjornB


You can still play with 1.16.3 if you wish. It's available through the BETAS tab as per usual.

Read the patch notes...
...