The Creators of Baldur's Gate 3 Explains Its Use of Generative AI for New Divinity
The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, sparking immense excitement within the gaming community. However, recent comments from the studio's figurehead have added nuance to the discussion, focusing on the team's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest clarification, Larian's director detailed that the developer is utilizing machine learning for certain ancillary functions. These encompass developing PowerPoint slides, producing initial artistic references, and drafting draft text.
Crucially, Vincke stressed that the final assets in the game will be crafted entirely by human creatives. "Larian is creating every line manually," he affirmed.
Our studio is continuously increasing our pool of concept artists and are currently forming dedicated writer rooms.
Given that visual development is being specifically referenced — we presently have twenty-three visual developers and have positions available for further artists.
Everything we do is incremental and aimed at letting our team spend more time on the creative process.
Any machine learning application implemented properly is supplementary to a artist's workflow, not a substitute for their craft.
Tempering Reactions with Clear Intent
The revelation of employing this technology originally provoked unease among some the fanbase. In response, Vincke issued more clarification on public forums.
"At Larian, we employ machine learning to gather inspiration, just like we use search engines and physical media," he wrote. "During the conceptual planning process we use it as a basic framework for structure which we then substitute with hand-crafted illustrations."
He added, "We've hired talent for their inherent skill, not for their ability to replicate what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier outlined the studio's focused strategy to AI and ML, categorizing its use into key functions:
- Handling Monotonous Jobs: Areas like polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create simple mock-ups of gameplay ideas to validate concepts ahead of complete production.
- Future Potential for Gameplay: Exploring how machine learning could in the future facilitate new forms of player agency, specifically in managing player-driven narratives in a detailed game universe.
He explicitly stated that core creative disciplines — such as visual art — are not departments where the company is replacing human talent. On the contrary, Larian is actively hiring in these very fields.
"Our studio is neither releasing a game with any AI components, and we are certainly not looking at trimming down staff to substitute them with AI," Vincke concluded.