The Creators of Baldur's Gate 3 Details Its Application of AI Tools for Next Divinity

The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, creating a wave of hype within the gaming community. However, follow-up remarks from the studio's figurehead have added nuance to the discussion, focusing on the studio's approach toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a new clarification, the studio's founder outlined that the developer is using AI technology for certain ancillary tasks. These encompass fleshing out presentation materials, producing early-stage visual ideas, and writing placeholder dialogue.

Crucially, Vincke emphasized that the shipping content in the game will be created entirely by actual creatives. "We are writing all the content manually," he stated.

We are actively increasing our roster of concept artists and are busily assembling dedicated writer rooms.

As concept art is being specifically mentioned — we currently have 23 visual developers and have roles to fill for further creatives.

Each initiative we do is incremental and aimed at letting our team spend additional energy on actual creation.

Every ML tool used well is a boost to a artist's routine, never a stand-in for their skill.

Addressing Concerns and Clarifying the Vision

The news of AI usage initially generated unease among a segment of the community. In reply, Vincke issued further detail on public forums.

"Our team utilizes machine learning to explore references, similar to we use Google and physical media," he explained. "During the conceptual ideation stages we use it as a basic framework for composition which we then substitute with hand-crafted illustrations."

He added, "We've hired creatives for their inherent skill, not for their ability to follow what a AI generates."

Three Pillars of Practical Application

Vincke had previously detailed the team's focused approach to AI and ML, categorizing its use into key areas:

  • Streamlining Repetitive Work: This includes polishing mocap data, dialogue cleanup, and technical processes like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build rough models of scenarios to experiment with concepts prior to expensive development.
  • Experimental Frontiers: Exploring how machine learning could eventually enhance emergent reactivity, particularly in managing player-driven narratives in a detailed game universe.

He specifically stated that core creative domains — such as music composition — are not areas where the company is replacing creative input. On the contrary, Larian is expanding its staff in these exact roles.

"Our studio is neither launching a game with any AI components, nor planning on trimming down teams to substitute them with artificial intelligence," Vincke concluded.

Nicholas Sanders
Nicholas Sanders

Elara Vance is a seasoned international business strategist with over 15 years of experience advising multinational corporations on market expansion and risk management.

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