Local AI visual project

Baldur’s Gate II, HD Visual Project

I played BG2 when it came out. This is a personal attempt to revisit its art with local AI models and agents: improve the scenery and animation where it works, and keep the game’s strange old atmosphere intact.

  • Map detail
  • 30Animation frames / sec
  • LocalModels & agents
  • 2027Planned release

Free, non-commercial fan release planned for 2027.

Not a remake

More readable, maybe. Still unmistakably BG2.

The original art is the reference, not raw material to replace. If an upscale stops feeling like Baldur’s Gate II, it gets reworked or left alone.

A map I know by heart

Waukeen’s
Promenade.

Every asset is improved one by one, then checked visually in game. Drag the handle to compare this example with the original.

AR0700 Waukeen's Promenade environment upscaled to four times the original resolution Vanilla ×1 Upscaled ×4

AR0700 · Waukeen’s Promenade · Day · Crop 02 — matched x1 and x4 project captures.

What I am tinkering with

Work across many
asset categories.

AR0800 Graveyard at night, upscaled — illuminated stone mausoleums and an obelisk
01

Backgrounds

Maps, one area at a time

The long job: clearer scenery without changing how the original scene is composed.
In-game BG2EE capture with treated scroll racks and a red crystal animation
02

Things that move

Animations and effects

Frames, loops and masks — with manual fixes whenever the model gets inventive.
One native goblin sprite frame compared through four times-two upscalers — native, bilinear, xBR and xBR with antialiasing
03

Still experimental

Creature sprite studies

A test bench: some results are promising, many remain notes rather than releases.