Like a team of infernal reindeer, the next major update for Baldur’s Gate 3 is coming in for a smooth yuletide landing — yes, new features will be live before the year is out, accompanied by a festive Panel From Hell that will give you a peek at what’s to come in 2023!
In the Community Update accompanying that Panel From Hell, we’ll go into detail about some of the most discussed topics in the community. The good news is that we’re on track for release in 2023 – and we’ll have more on that in December. Acts 2 and 3 of the story are being actively playtested to ensure they’re up to the same level of polish and you’ll soon discover that there’s much more in the works (or already complete) than what you’ll encounter in an Early Access playthrough. Our goal is for even the players who have repeated Act 1 over and over again for hundreds of hours to feel like there’s a whole new experience in store for them at launch.
We're still paying close attention to all your feedback, bug reports, comments, your fan art and jokes – they sustain us, so please keep them coming or we will grow desperate and you’ll discover us consuming pigs’ blood in the middle of a Belgian motorway like a certain vampire spawn. Whatever it takes to get the game out, you know?
In all seriousness though, it takes time to tell a great story, implement feedback, and iterate on such a large game, so we want to thank you for your patience as we get closer to Patch 9.
We’ll see you in December – the dress code is “Christmas from Hell”. 🎄😈
Behind the Scenes: Motion Capture
We’ve just opened up a new, dedicated motion capture space in Guildford, so while we have you here and we’re telling you things, we thought we’d give you a little peek behind the betentacled curtain into one of the most important tools in our storytelling arsenal: our motion capture tech.
A typical day at work at Larian Quebec
We have been working with motion capture for years, with mocap-ready studio spaces constructed at our offices in Ghent, Kuala Lumpur, Quebec and Dublin.
Having multiple locations has meant that each team could be empowered to try out new ideas, experimenting upon and refining animations without having to wait for another studio to come online. Having spaces across the globe also meant we could capture data anytime over the 24 hour period, allowing for continuous development.
Our team in Kuala Lumpur passionately discuss whether Gith are in fact more similar to platypus than humans. “They’re both egg-laying mammals.”
Early on, we began using XSens’ full-body motion capture which allowed animators and designers to quickly monitor and review data even when working from home — something that proved pretty helpful during lockdown. We integrated StretchSense gloves to improve the speed we can get finger data into the engine and completed major overhauls to our pipelines to allow the Optical Performance Capture data to be quickly imported into our build. But as we first began development on Baldur’s Gate 3, we knew in order to achieve a truly cinematic feel we’d need to improve the quality of our technology and the speed of our mocap pipeline.
So we decided to expand on this idea last year with the launch of Larian Guildford; our first studio in the UK.
The actors when lunch arrives.
England has a wealth of talented performance capture artists and we knew we wanted to start working with them, but the biggest challenge would be to find a space large enough for the kind of choreography we require. Many locations were visited, measured, and considered before we finally settled on our current office* — an ideal location nestled in between a bustling high street and a place that sells 12 different kinds of sausage rolls.
Our Guildford mocap team tries to comprehend the physical feasibility of the Buthir/Grukkoh love scene.
The Larian Guildford Mocap Facility is big. This is the largest mocap space we have at Larian, measuring 14m x 12m, and currently features 40 Vantage V16 Cameras and 3 additional reference cameras, all running through our VFX motion capture software. With a studio of this size we can easily record a dozen mocap actors at once — capturing everything from complex movements and gestures to stunt work with props.
A man in full mocap regalia thinks back to the time someone insulted his character build.
Bringing Baldur’s Gate 3 to life has been an incredible experience and we can’t wait for you to see the results come launch.
If you want to be part of this story, we are looking for new blood to help run the studio, producers and tech. Keep an eye out for listings.
And until then, we’ll just say see ya soon — there’s more information about the next patch still to come. Watch this space!
The illustrious Neil Newbon (voice of Astarion) directing a team of 12 in our Guildford studio, while wearing a beautiful kimono.
*Of course, no Larian studio could be complete without an induction into our grandest tradition of all: soggy carpets. Yes, like our Belgian studio in 2020, our new Guildford office got a light baptism of its own this year in the form of some pretty insistent British weather. Luckily it was only a very minor hiccup and we were able to seal the leak using a pie barm.
A moving interpretive dance performance representing Larian’s feelings on pipe leaks.
OK OK here's a bonus video -- please name this dance move:
I too am looking forward to the next patch. Hopefully the patch A) comes after i've finished my current run through and B) introduces the monk class because Iove monks and think that they're cool, so that'd be a great way to convince me to go right into another playthrough.
Seeing their MoCap team consisting of eleven men and one woman just gives me so much confidence in their fidelity, quality and breadth of variability for their animations of female characters.