
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. 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.

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. 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:

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. 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.
