The Creators of Baldur's Gate 3 Clarifies Its Implementation of Generative AI for Upcoming Divinity
The team behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, sparking a wave of excitement within the industry. However, subsequent remarks from the studio's figurehead have introduced a new dimension to the narrative, touching on the developer's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest clarification, the studio's founder outlined that the company is employing machine learning for particular preliminary purposes. These involve fleshing out presentation materials, producing initial artistic references, and drafting draft dialogue.
Crucially, Vincke emphasized that the final material in the game will be created exclusively by actual artists. "Larian is creating all the content manually," he affirmed.
We are constantly growing our team of storytellers and are actively assembling dedicated writer rooms.
Since visual development is being particularly mentioned — we presently have twenty-three visual developers and have roles to fill for additional talent.
Each initiative we do is supplementary and designed to letting our team spend greater focus on actual creation.
Any machine learning application applied correctly is a boost to a creative team process, not a replacement for their skill.
Responding to Feedback and Defining the Path
The revelation of AI usage originally sparked backlash among portions of the fanbase. In response, Vincke offered more elaboration on public forums.
"We use AI tools to explore references, in the same way we use search engines and reference books," he stated. "In the initial brainstorming phase we use it as a simple sketch for structure which we then substitute with hand-crafted illustrations."
He continued, "We've hired artists for their creative vision, not for their ability to follow what a AI generates."
Three Pillars of Practical Application
Vincke had previously outlined the studio's focused strategy to this technology, grouping its use into three main functions:
- Streamlining Repetitive Work: This includes motion capture cleaning, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Accelerated Iteration: Using tools to quickly build rough mock-ups of gameplay ideas to test concepts ahead of complete development.
- Long-Term Aspirations: Exploring how machine learning could eventually enhance new forms of reactivity, particularly in managing player-driven narratives in a complex RPG.
He specifically noted that core creative areas — like visual art — are not fields where the company is cutting human input. In fact, Larian is recruiting more in these very roles.
"Our studio is neither shipping a game with machine-made assets, nor considering trimming down creatives to substitute them with AI," Vincke stated definitively.