🕹️ New release: Lunar Lander Beyond

Baldur's Gate

aka: Battleground Infinity, Bode zhi Men, Forgotten Realms: Iron Throne, Puerta de Baldur, Wrota Baldura
Moby ID: 712

Ad Blurbs

Interplay 1998 E3 Asset Disc [ add images ]

thumbnail
Logo
thumbnail
Screenshot
thumbnail
Screenshot
thumbnail
Screenshot

Score Magazine CD 40, April 1997 [ add images ]

Score Magazine CD 40, April 1997

thumbnail
Screenshot
thumbnail
Screenshot
thumbnail
Screenshot
thumbnail
Screenshot
thumbnail
Screenshot

DragonPlay.com - Baldur's Gate Concept Art [ add images ]

Images originally available at: http://www.dragonplay.com/baldurs6.html (page archived by the Wayback Machine).

thumbnail
Screenshot

Castle 1

These shots are of the front section of the main castle in the city of Baldur's Gate.

thumbnail
Screenshot

Castle 2

These shots are of the front section of the main castle in the city of Baldur's Gate.

thumbnail
Screenshot

Castle 3

These shots are of the front section of the main castle in the city of Baldur's Gate.

thumbnail
Screenshot

Town 1

Baldur's Gate has been meticulously concepted, first in pencil, then in ink. It takes up an entire wall at Bioware -- it's roughly seven and a half feet by eight feet -- and will take up about 256 640x480 screens in the game. Here are a few more sections of it:

thumbnail
Screenshot

Town 2

Baldur's Gate has been meticulously concepted, first in pencil, then in ink. It takes up an entire wall at Bioware -- it's roughly seven and a half feet by eight feet -- and will take up about 256 640x480 screens in the game. Here are a few more sections of it:

thumbnail
Screenshot

Build 1

Baldur's Gate has been meticulously concepted, first in pencil, then in ink. It takes up an entire wall at Bioware -- it's roughly seven and a half feet by eight feet -- and will take up about 256 640x480 screens in the game. Here are a few more sections of it:

thumbnail
Screenshot

Build 2

Baldur's Gate has been meticulously concepted, first in pencil, then in ink. It takes up an entire wall at Bioware -- it's roughly seven and a half feet by eight feet -- and will take up about 256 640x480 screens in the game. Here are a few more sections of it:

thumbnail
Screenshot

Tower 1

Sample buildings -- each building in the game is researched and concepted before modeling is started.

thumbnail
Screenshot

Inn

Sample buildings -- each building in the game is researched and concepted before modeling is started.

thumbnail
Screenshot

Tower 2

Sample buildings -- each building in the game is researched and concepted before modeling is started.

thumbnail
Screenshot

Mines 1

A sample from some mines in the southern-most area of the game.

thumbnail
Screenshot

Mines 2

A sample from some mines in the southern-most area of the game.

thumbnail
Screenshot

Char 1

Every unique character in the game is first concepted and then modeled. Shown below are a few early concepts.

thumbnail
Screenshot

Char 2

Every unique character in the game is first concepted and then modeled. Shown below are a few early concepts.

thumbnail
Screenshot

Char 3

Every unique character in the game is first concepted and then modeled. Shown below are a few early concepts.

thumbnail
Screenshot

Fight 2

Below is an example of how we decide what everybody is going to wear. Each type of armor looks different on each class of character. The player will also be able to choose the two main colors the character wears (e.g. the red tunic and gold trim on the male fighter could be customized by the player). Shown here are the male and female versions of a fighter in field plate armor.

thumbnail
Screenshot

Fight 1

Below is an example of how we decide what everybody is going to wear. Each type of armor looks different on each class of character. The player will also be able to choose the two main colors the character wears (e.g. the red tunic and gold trim on the male fighter could be customized by the player). Shown here are the male and female versions of a fighter in field plate armor.

thumbnail
Screenshot

Gibb

The concept artist cranks out a number of concepts for each type of monster, sometimes 2 or 3, sometimes a lot more. From these the most appropriate is chosen and goes on to the modeling and texturing stage. Below are gibberlings (left) and hobgoblins (right).

thumbnail
Screenshot

Orcs

The concept artist cranks out a number of concepts for each type of monster, sometimes 2 or 3, sometimes a lot more. From these the most appropriate is chosen and goes on to the modeling and texturing stage. Below are gibberlings (left) and hobgoblins (right).

Baldur's Gate promotional comic [ add images ]

thumbnail
Magazine Advertisement

Baldur's Gate (Interplay, United States) Issue #1 (1998)

Left

thumbnail
Magazine Advertisement

Baldur's Gate (Interplay, United States) Issue #1 (1998)

Right

thumbnail
Magazine Advertisement

Baldur's Gate (Interplay, United States) Issue #1 (1998)

Pre-order flyer - front

thumbnail
Magazine Advertisement

Baldur's Gate (Interplay, United States) Issue #1 (1998)

Pre-order flyer - inside

thumbnail
Magazine Advertisement

Baldur's Gate (Interplay, United States) Issue #1 (1998)

Pre-order flyer - back

Magazine Advertisements [ add images ]

thumbnail
Magazine Advertisement

Revista do CD-ROM (Brazil), Issue 42 (January 1999)

thumbnail
Magazine Advertisement

PC Gamer (USA), Issue 11/1997

thumbnail
Magazine Advertisement

PC Gamer (USA), Issue 10/1998

thumbnail
Magazine Advertisement

PC Gamer (USA), Issue 12/1997

thumbnail
Magazine Advertisement

PC Gamer (USA), Issue 8/1998

Official screenshots, art and magazine advertisements are considered promos.

Are we missing any images? Click "add images" next to the relevant group above.

Are we missing a group? [ add new group ]