The Creators of Baldur's Gate 3 Explains Its Application of AI Tools for New Divinity
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, creating a wave of excitement within the player base. However, subsequent comments from the company's figurehead have brought a new dimension to the narrative, addressing the studio's stance toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new statement, Larian's director outlined that the company is utilizing machine learning for certain ancillary purposes. These involve developing pitch decks, creating initial concept art, and writing draft dialogue.
Notably, Vincke stressed that the shipping assets in the game will be created solely by real writers. "Larian is writing all the content manually," he said.
Larian is actively growing our team of storytellers and are busily putting together dedicated writer rooms.
Given that visual development is being explicitly mentioned — we right now have twenty-three concept artists and have job openings for further creatives.
All our efforts we do is additive and focused on having people spend more time on actual creation.
Any machine learning application implemented properly is supplementary to a developer's routine, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of AI usage initially generated unease among some the player base. In reply, Vincke issued more detail on online platforms.
"At Larian, we employ AI tools to explore references, just like we use Google and art books," he wrote. "During the very early brainstorming phase we use it as a basic framework for composition which we then replace with authentic concept art."
He added, "Larian brings on artists for their unique talent, not for their willingness to follow what a algorithm proposes."
Three Pillars of Practical Application
Vincke had previously broken down the company's focused approach to machine learning, grouping its use into key pillars:
- Automation of Tedious Tasks: This includes refining animations, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to rapidly prototype basic mock-ups of gameplay ideas to experiment with concepts prior to complete implementation.
- Experimental Frontiers: Researching how AI could one day create new forms of gameplay, specifically in managing unforeseen permutations in a complex RPG.
He specifically stated that core creative domains — such as writing — are not departments where the team is reducing artistic talent. Conversely, Larian is actively hiring in these exact positions.
"Larian is not shipping a game with machine-made assets, and we are certainly not planning on trimming down teams to replace them with AI," Vincke concluded.