The Creators of Baldur's Gate 3 Explains Its Implementation of Generative AI for New Divinity Game
The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, sparking immense anticipation within the player base. However, subsequent statements from the company's lead designer have introduced a new dimension to the conversation, focusing on the team's approach toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a new clarification, the studio's founder explained that the developer is employing AI technology for certain supporting functions. These encompass fleshing out PowerPoint slides, generating rough concept art, and writing placeholder copy.
Notably, Vincke emphasized that the shipping assets in the game will be authored exclusively by human creatives. "Our team is developing every line in-house," he affirmed.
Larian is actively expanding our roster of concept artists and are currently forming narrative groups.
Given that concept art is being particularly called out — we presently have over twenty concept artists and have positions available for further creatives.
Each initiative we do is incremental and focused on enabling creatives to spend more time on actual creation.
Every AI system used well is supplementary to a developer's workflow, never a stand-in for their craft.
Tempering Reactions with Clear Intent
The revelation of AI usage originally sparked concern among a segment of the player base. In reply, Vincke issued further elaboration on public forums.
"Our team utilizes these tools to research ideas, just like we use the internet and art books," he explained. "In the conceptual ideation stages we use it as a basic framework for composition which we then swap out with original artwork."
He continued, "Larian brings on talent for their creative vision, not for their willingness to execute what a AI generates."
Key Areas of AI Integration
Vincke had previously detailed the company's practical approach to machine learning, defining its use into three main areas:
- Streamlining Repetitive Work: Areas like motion capture cleaning, dialogue cleanup, and technical processes like adapting animations for different models.
- Fast-Tracked Experimentation: Using tools to speedily create basic models of scenarios to validate concepts before complete production.
- Experimental Frontiers: Exploring how machine learning could in the future enhance emergent reactivity, especially in simulating unforeseen permutations in a detailed game universe.
He explicitly noted that central narrative domains — such as writing — are not areas where the company is reducing creative input. On the contrary, Larian is actively hiring in these precise fields.
"We are neither launching a game with machine-made assets, nor considering cutting creatives to substitute them with AI," Vincke concluded.