The Creators of Baldur's Gate 3 Details Its Application of Machine Learning for Upcoming Divinity Game
The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, generating a wave of anticipation within the player base. However, recent statements from the studio's figurehead have brought a new dimension to the discussion, focusing on the studio's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new statement, the studio's founder detailed that the team is utilizing generative AI for specific preliminary tasks. These involve enhancing PowerPoint slides, producing rough concept art, and creating draft text.
Importantly, Vincke made clear that the final material in the game will be authored exclusively by real artists. "We are developing everything ourselves," he said.
Our studio is constantly increasing our roster of writers and are busily forming writing teams.
Since this area is being specifically called out — we presently have 23 concept artists and have positions available for further creatives.
Everything we do is supplementary and focused on having people spend more time on making content.
Any ML tool implemented properly is additive to a artist's workflow, not a replacement for their skill.
Responding to Feedback and Defining the Path
The revelation of employing this technology originally generated concern among some the community. In response, Vincke provided further detail on online platforms.
"We use AI tools to gather inspiration, similar to we use search engines and physical media," he explained. "In the conceptual brainstorming phase we use it as a rough outline for layout which we then replace with hand-crafted artwork."
He continued, "Larian brings on creatives for their inherent skill, not for their willingness to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had earlier broken down the company's targeted approach to AI and ML, defining its use into three main areas:
- Automation of Tedious Tasks: This encompasses refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using tools to rapidly prototype simple mock-ups of mechanics to validate concepts prior to complete implementation.
- Experimental Frontiers: Exploring how AI could one day create innovative reactivity, especially in simulating dynamic reactions in a vast role-playing world.
He explicitly noted that central narrative areas — such as music composition — are are absolutely not departments where the studio is reducing artistic input. In fact, Larian is recruiting more in these exact positions.
"Our studio is neither releasing a game with any AI components, nor planning on reducing creatives to swap them out with artificial intelligence," Vincke concluded.