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When We Made… Baldur’s Gate

Baldurs Gate 660x330 When We Made... Baldur's Gate

We take a look behind the scenes at the development of 1998 classic Baldur’s Gate with Trent Oster, who discusses working in a team who hadn’t shipped a game before, being outsmarted by AI and building the game’s incredible cast – and yes, that includes talking Minsc and Boo’s dynamic

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‘Expanding our pipeline is possibly the most crucial element in the industry’s mission to be a more diverse and inclusive environment’

iterating for better liz prince 'Expanding our pipeline is possibly the most crucial element in the industry’s mission to be a more diverse and inclusive environment'

Amiqus’ Liz Prince discusses how the industry can expand the talent pipeline to increase its diversity, giving practical tips on what studios can do to help

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