It is impossible to logically produce TPS / FPS games in 3.5 years. (At AAA level 350 people are not enough) Because the game (bg3) is really big. We are not talking about a 15-hour experience. Developed with divinity 2 gambyro game engine. (TPS) Developed with divinity engine like bg3, dos2.
Guess: (straight logic) We will encounter a game with isometric (perhaps diablo 3-4 visual / animation quality) and AAA cinema dialogue scenes. There was a button in the settings section of Dos2 that zoomed the camera angle. (for dialogues) It could probably be an improved version as well. That's why detailed character modeling is important. Of course, these are estimates.
Guess: (straight logic) We will encounter a game with isometric (perhaps diablo 3-4 visual / animation quality) and AAA cinema dialogue scenes. There was a button in the settings section of Dos2 that zoomed the camera angle. (for dialogues) It could probably be an improved version as well. That's why detailed character modeling is important. Of course, these are estimates.
If you want have some fun. 4K captures:
Some crops:
Out first look at writing of BG3.
Most likely drawing concept art in Photoshop.
This looks like a level editor. You can see terrain "chunk" on bottom of the right monitor. This doesn't necessarily imply gameplay perspective imo.
UI? Journal?
All that finger bones, all that details. Yeah, this won't be isometric-only.
Seems like source code of the level editor, something related to tiling.
And this is the most interesting thing to me:
It seems like they've developed their own visual scripting system like Unreal's Blueprint. Actually you can see that they call theirs Blueprint too. Since this kind of system is mostly for high-level gameplay things, you can read interesting things on text... Few things I could make out and think relevant:
Turn_CurrentAngle
Climbing Systems
AreWeaponStowed
SpellLongDuration