Baldur's Gate - Inside the making of Baldur's Gate - RPGWatch Forums
|
Your donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Baldur's Gate - Inside the making of Baldur's Gate

Default Baldur's Gate - Inside the making of Baldur's Gate

October 2nd, 2018, 19:17
Eurogamer looked back at the making of Baldur's Gate.

Meanwhile, over in the art department, the diversity of Baldur's Gate made every day a challenge. "Sometimes we'd be figuring out how to render in a true isometric perspective - 3D content was just emerging back then - or assembling geo and painting backgrounds," remembers Andersen. "Or we were figuring out advanced water shader techniques, using dithered textures or lighting the scenes for day/night transitions. It really varied quite a bit." But it wasn't just the in-game graphics that defined the look of the RPG; the character portraits and other art, painted by Mike Sass, also helped make Baldur's Gate a beautiful and involving experience. And for Andersen, it gave the chance for his wife to be immortalised forever in the BioWare classic. "She was initially pretty cool with the idea of modelling for the portrait [of Imoen]," he recalls. "And it wasn't until years later when the two of us were at a trade show that a fan recognised her. Then, she understood the importance of it, and how deep nerd-blood runs!"

[…]
Thanks Couchpotato and Farflame!

More information.
Silver is offline

Silver

Silver's Avatar
Spaceman
RPGWatch Team

#1

Join Date: Feb 2014
Location: New Zealand
Posts: 9,050
Mentioned: 80 Post(s)
+1:

Default 

October 2nd, 2018, 19:17
What baffles me about Baldur's Gate and many other games is how the original art assets were lost. Nobody on the original project thought it was worth keeping the paintings?
screeg is offline

screeg

screeg's Avatar
floating head

#2

Join Date: Oct 2006
Location: USA
Posts: 2,339
Mentioned: 10 Post(s)

Default 

October 2nd, 2018, 20:36
I'm thinking its more complicated than that

Either the originals got sold (there's a good market for comic book illustrations) or caught up in the legal battles between Interplay, Infogrames, Bioware and WotC.

Interplay at the time was holding Neverwinter Nights hostage and stopped paying royalties on BG2. Part of the settlement to relinquish the rights for Atari to publish NWN was that Interplay kept the existing assets for NWN (the original story and some of the tilesets never made it to the game), so I wouldn't be surprised they kept the IE games as well (which they actually owned - Bioware was the contractor).

I remember Interplay had a fire sale where they sold off a lot of assets like IWD and I think Obsidian picked a few of them up.
--
Developer of The Wizard's Grave Android game. Discussion Thread:
http://www.rpgwatch.com/forums/showthread.php?t=22520
Lucky Day is offline

Lucky Day

Lucky Day's Avatar
Daywatch

#3

Join Date: Oct 2006
Location: The Uncanny Valley
Posts: 5,196
Mentioned: 14 Post(s)
+1:

Default 

October 3rd, 2018, 01:43
Originally Posted by screeg View Post
Nobody on the original project thought it was worth keeping the paintings?
3D renders you mean. Even if they saved them i bet they were probably rendered at a relatively low resolution, perhaps max of what the game was capable of.
--
Latest creations: Fallout NV: A Wasteland in Bloom / Fallout NV: WFO v3.5
vurt is offline

vurt

vurt's Avatar
serial 𝓶𝓸𝓭𝓭𝓮𝓻𝓮𝓻

#4

Join Date: Apr 2011
Location: The land of rape and honey
Posts: 3,263
Mentioned: 34 Post(s)

Default 

October 4th, 2018, 00:40
There should be some things that were not 3D renders? I mean, portraits, concept arts, that kind of stuff.
Cacheperl is offline

Cacheperl

Cacheperl's Avatar
SasqWatch

#5

Join Date: May 2012
Posts: 2,316
Mentioned: 17 Post(s)

Default 

October 4th, 2018, 01:58
I was thinking of all the backgrounds. But yes the portraits are hand painted and of course there must be concept art. Odd thing to throw away, agree.. wouldn't surprise me if someone who shouldn't perhaps have it is sitting on it!
--
Latest creations: Fallout NV: A Wasteland in Bloom / Fallout NV: WFO v3.5
vurt is offline

vurt

vurt's Avatar
serial 𝓶𝓸𝓭𝓭𝓮𝓻𝓮𝓻

#6

Join Date: Apr 2011
Location: The land of rape and honey
Posts: 3,263
Mentioned: 34 Post(s)

Default 

October 4th, 2018, 06:48
It was one of the best RPG's ever made. Why keep going back on that, period. That time has come and gone and there is no words can ever make it come back.

Being best at something has to mean something.
--
I can change almost anything… but I can't change human nature.
CelticFrost is offline

CelticFrost

SasqWatch

#7

Join Date: Apr 2011
Posts: 3,380
Mentioned: 8 Post(s)
RPGWatch Forums » Comments » News Comments » Baldur's Gate - Inside the making of Baldur's Gate

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 01:32.
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.
vBulletin Security provided by DragonByte Security (Pro) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
Copyright by RPGWatch