The Creators of Baldur's Gate 3 Details Its Implementation of AI Tools for Upcoming Divinity Game
The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, creating significant hype within the industry. However, follow-up statements from the company's lead designer have added clarity to the discussion, touching on the developer's stance toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent clarification, Larian's director outlined that the company is employing generative AI for certain ancillary functions. These encompass fleshing out pitch decks, producing early-stage concept art, and drafting draft dialogue.
Notably, Vincke emphasized that the final assets in the game will be crafted entirely by human artists. "We are creating everything in-house," he stated.
We are actively growing our team of storytellers and are actively putting together narrative groups.
As concept art is being explicitly called out — we presently have twenty-three artistic staff and have job openings for further artists.
All our efforts we do is incremental and focused on enabling creatives to spend additional energy on the creative process.
Any machine learning application implemented properly is supplementary to a developer's process, not a replacement for their talent.
Tempering Reactions with Clear Intent
The revelation of employing this technology originally sparked backlash among portions of the community. In reaction, Vincke issued additional detail on public forums.
"Our team utilizes AI tools to research ideas, in the same way we use search engines and reference books," he stated. "During the conceptual planning process we use it as a basic framework for composition which we then swap out with hand-crafted concept art."
He noted, "We've hired creatives for their creative vision, not for their ability to execute what a algorithm proposes."
Key Areas of AI Integration
Vincke had earlier broken down the team's practical method to machine learning, defining its use into key areas:
- Streamlining Repetitive Work: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like retargeting animations.
- Fast-Tracked Experimentation: Using systems to rapidly prototype basic versions of scenarios to validate concepts before complete development.
- Long-Term Aspirations: Investigating how AI could in the future facilitate new forms of reactivity, particularly in creating unforeseen permutations in a complex RPG.
He specifically stated that core creative domains — such as visual art — are are absolutely not fields where the company is reducing artistic talent. On the contrary, Larian is recruiting more in these exact fields.
"We are not launching a game with any AI components, and we are certainly not considering cutting staff to replace them with artificial intelligence," Vincke summarized.