If anything, I’d love to have seen that be even more cutthroat and machiavellian. I also really like how the Galactic Community adds an interesting level of diplomatic plays. Origins feel like such a natural part of the experience now that it's hard to imagine a Stellaris without them. The feature that I am probably the most happy about in Federations was the addition of the Origins. Some of the ideas we cut eventually found their way into Nemesis instead. We did a lot of cutting for Federations, because the initial list of ideas was too large to be feasible. We had a lot of ideas related to various diplomatic interactions, but I wanted Federations to focus on the “friendly” or “cooperative” parts of Diplomacy. Diplomacy was the box that we hadn’t touched before, and it was for Federations that we got the chance to really dive deeper into that. As we’ve mentioned before on streams and alike, a strategy we’ve used to collect feedback and ideas into different “boxes”, like “warfare” or “diplomacy”. Although this was an increase in scope for this type of DLC, I felt like it was the right thing for us to do.įederations was the first big expansion that I led. Lithoids was the first time we added gameplay to a species pack, and it really felt like it really put the cherry on top for the theme. It was really nice to see lithoids make their way into Stellaris, since pops that eat minerals is something a lot of people have been asking for for a long time. We write the initial high level design and theme, but most of the work is done by artists and content designers. The involvement from the game director on the species packs is relatively small. Lithoids was the first species pack we released during my time. Overall I really like how it looks when you have relics, and I’d very much like to have had other UIs feel as good as the Relic UI can do in some circumstances. In part, this was to help the galaxy feel more alive by having stories be a persistent part of it.Īncient Relics also featured the Relics system, where I wanted to focus a little more on making a UI that looks really cool with unique icons for the Relics. In contrast with the anomalies, archaeological sites are rarely removed and stay on the map even after being completed. Stellaris is interesting in that way, because it's a game that has undergone a lot of changes over the years, and I’m really proud of all the bold decisions and ambitious changes we have undertaken to make the game better.Īncient Relics was the first DLC that I designed and led, and the focus for that one was to expand some of the exploration content by creating a new system (archaeology) with progressive storylines where you could go back and read what happened. We know it was a space 4X game with a lot of focus on exploration, but since it was the first game of its kind, we also had to let it grow up and gain its own identity. When Stellaris was released, we didn’t really know exactly what the game was supposed to be. Looking back, the game has really made such an incredible journey since 2016. I worked as a game designer until December 2018, when I took over as game director from Martin. It wasn’t until the release of Stellaris in 2016 that I changed my role into game designer and focused on Stellaris for 100% of my time. I was actually the first UI designer at PDS, and back then I used to work on all the games we were working on. I began my journey with Stellaris working as the UI designer. Stepping down from Stellaris feels strange when I reflect upon it, since I have worked on Stellaris in various capacities since 2013. It’s been really fun to see this game that we love become more and more awesome by the day. I also want to thank everyone I’ve worked with during these years. The game is possibly in a better state than it has ever been, and with the Custodian Initiative going strong I feel like now is the best time to step down and let someone else take the reins. I am extremely proud and happy with what we’ve accomplished, and I’m very much looking forward to seeing what Stephen and the team can achieve together. My involvement was no more than setting the initial path towards the Unity rework. Stellaris will be in great hands, and Stephen and the team deserve all the credit for 3.3 ‘Libra’. I will still be staying with Paradox Development Studios, but I will be stepping down so that I can focus on an unannounced project that I am leading. Today I’m here to deliver some big news, namely that my tenure as Game Director for Stellaris is ending, and Stephen Muray (aka ) will be taking over.
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