The Creators of Baldur's Gate 3 Details Its Use of Generative AI for Upcoming Divinity Game
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, creating significant excitement within the player base. However, follow-up comments from the company's figurehead have added clarity to the conversation, addressing the team's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a new statement, the studio's founder explained that the developer is utilizing AI technology for certain ancillary purposes. These encompass enhancing presentation materials, creating rough concept art, and drafting placeholder copy.
Importantly, Vincke emphasized that the final assets in the game will be created solely by human creatives. "Our team is writing every line ourselves," he stated.
Our studio is actively expanding our pool of storytellers and are busily forming narrative groups.
Given that visual development is being explicitly mentioned — we currently have 23 artistic staff and have job openings for further creatives.
All our efforts we do is incremental and aimed at enabling creatives to spend additional energy on actual creation.
Every AI system used well is a boost to a developer's routine, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The news of AI usage originally provoked concern among a segment of the community. In reply, Vincke offered additional detail on online platforms.
"Our team utilizes machine learning to explore references, similar to we use Google and physical media," he wrote. "In the very early ideation stages we use it as a simple sketch for layout which we then substitute with authentic concept art."
He continued, "We've hired talent for their creative vision, not for their capacity to replicate what a algorithm proposes."
Three Pillars of Practical Application
Vincke had previously broken down the company's targeted approach to machine learning, grouping its use into primary functions:
- Handling Monotonous Jobs: Areas like motion capture cleaning, audio processing, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to rapidly prototype simple versions of gameplay ideas to test concepts prior to full implementation.
- Future Potential for Gameplay: Researching how machine learning could in the future facilitate emergent reactivity, particularly in managing unforeseen permutations in a vast role-playing world.
He explicitly stated that central narrative areas — such as visual art — are are in no way departments where the team is reducing creative involvement. On the contrary, Larian is expanding its staff in these precise fields.
"Larian is not releasing a game with machine-made assets, nor considering reducing creatives to swap them out with AI," Vincke summarized.