The Creators of Baldur's Gate 3 Explains Its Use of Machine Learning for Next Divinity
The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking significant hype within the gaming community. However, subsequent comments from the company's co-founder have introduced nuance to the discussion, focusing on the team's approach toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a new statement, Larian's director explained that the developer is utilizing generative AI for particular supporting tasks. These include fleshing out PowerPoint slides, generating early-stage artistic references, and creating temporary dialogue.
Importantly, Vincke made clear that the shipping material in the game will be authored entirely by human artists. "Our team is creating every line ourselves," he said.
We are continuously expanding our roster of storytellers and are actively assembling narrative groups.
Given that this area is being particularly referenced — we presently have 23 artistic staff and have positions available for additional creatives.
All our efforts we do is additive and aimed at enabling creatives to spend more time on making content.
Any ML tool applied correctly is a boost to a developer's routine, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The revelation of AI usage initially generated backlash among a segment of the player base. In reaction, Vincke issued more detail on public forums.
"We use AI tools to gather inspiration, just like we use Google and reference books," he explained. "In the very early planning process we use it as a basic framework for composition which we then replace with original artwork."
He added, "We've hired creatives for their unique talent, not for their ability to replicate what a machine suggests."
Key Areas of AI Integration
Vincke had earlier detailed the studio's focused approach to machine learning, defining its use into key functions:
- Automation of Tedious Tasks: Areas like polishing mocap data, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create simple models of scenarios to validate concepts before complete implementation.
- Long-Term Aspirations: Investigating how AI could eventually facilitate emergent gameplay, specifically in creating dynamic reactions in a detailed game universe.
He clearly affirmed that core creative areas — like visual art — are are absolutely not fields where the team is reducing artistic talent. Conversely, Larian is expanding its staff in these exact positions.
"Our studio is not releasing a game with AI-generated content, and we are certainly not considering trimming down creatives to substitute them with artificial intelligence," Vincke concluded.