The Creators of Baldur's Gate 3 Explains Its Use of Generative AI for Upcoming Divinity
The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, sparking a wave of excitement within the gaming community. However, subsequent remarks from the studio's figurehead have brought nuance to the narrative, focusing on the developer's stance toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new clarification, Larian's director outlined that the developer is employing AI technology for certain supporting tasks. These include fleshing out PowerPoint slides, generating initial concept art, and drafting temporary copy.
Notably, Vincke stressed that the end content in the game will be crafted entirely by human artists. "Our team is creating everything in-house," he stated.
Our studio is continuously increasing our team of concept artists and are currently assembling dedicated writer rooms.
Given that visual development is being specifically referenced — we currently have twenty-three artistic staff and have job openings for further talent.
Everything we do is incremental and focused on enabling creatives to spend greater focus on making content.
Every machine learning application applied correctly is a boost to a artist's workflow, never a stand-in for their talent.
Addressing Concerns and Clarifying the Vision
The admission of AI usage initially generated unease among portions of the community. In response, Vincke issued further detail on social media.
"At Larian, we employ AI tools to explore references, similar to we use the internet and art books," he explained. "During the conceptual brainstorming phase we use it as a simple sketch for layout which we then swap out with original concept art."
He added, "Our studio recruits artists for their inherent skill, not for their ability to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had previously broken down the company's targeted approach to this technology, categorizing its use into key pillars:
- Automation of Tedious Tasks: This encompasses polishing mocap data, audio processing, and Larian-specific work like retargeting animations.
- Accelerated Iteration: Using systems to speedily create basic mock-ups of mechanics to test concepts ahead of complete implementation.
- Future Potential for Gameplay: Investigating how machine learning could one day create innovative reactivity, particularly in simulating unforeseen permutations in a complex RPG.
He clearly noted that central narrative domains — including writing — are are in no way areas where the studio is cutting artistic talent. In fact, Larian is expanding its staff in these precise roles.
"We are not shipping a game with machine-made assets, and we are certainly not looking at trimming down creatives to swap them out with AI," Vincke concluded.