The Creators of Baldur's Gate 3 Explains Its Implementation of AI Tools for Next Divinity Game
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, sparking a wave of anticipation within the industry. However, subsequent remarks from the company's lead designer have added nuance to the conversation, focusing on the team's philosophy toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a recent clarification, Swen Vincke explained that the team is employing generative AI for certain supporting purposes. These involve fleshing out presentation materials, producing early-stage artistic references, and creating temporary text.
Notably, Vincke stressed that the shipping material in the game will be authored entirely by actual artists. "Our team is writing all the content ourselves," he affirmed.
Larian is continuously increasing our pool of storytellers and are actively forming narrative groups.
As concept art is being explicitly referenced — we presently have twenty-three concept artists and have job openings for more creatives.
Everything we do is incremental and designed to having people spend additional energy on the creative process.
Any AI system implemented properly is supplementary to a developer's workflow, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The admission of using AI originally provoked concern among some the fanbase. In reply, Vincke offered more detail on social media.
"We use these tools to explore references, similar to we use Google and art books," he stated. "In the conceptual planning process we use it as a basic framework for structure which we then replace with hand-crafted illustrations."
He added, "Our studio recruits creatives for their inherent skill, not for their willingness to replicate what a algorithm proposes."
Key Areas of AI Integration
Vincke had previously broken down the studio's focused strategy to machine learning, grouping its use into key functions:
- Streamlining Repetitive Work: This includes refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Accelerated Iteration: Using systems to rapidly prototype rough versions of scenarios to validate concepts prior to expensive implementation.
- Long-Term Aspirations: Researching how machine learning could one day facilitate innovative player agency, particularly in managing dynamic reactions in a detailed game universe.
He explicitly stated that central narrative areas — like visual art — are are in no way fields where the company is replacing human input. On the contrary, Larian is expanding its staff in these exact positions.
"Our studio is not releasing a game with any AI components, nor planning on cutting creatives to swap them out with artificial intelligence," Vincke summarized.