The Creators of Baldur's Gate 3 Explains Its Implementation of AI Tools for New Divinity
The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, creating immense excitement within the gaming community. However, follow-up remarks from the studio's co-founder have introduced nuance to the conversation, touching on the studio's philosophy toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a new clarification, Larian's director outlined that the team is employing machine learning for certain ancillary purposes. These encompass developing PowerPoint slides, generating initial visual ideas, and writing placeholder copy.
Crucially, Vincke stressed that the end assets in the game will be created solely by actual artists. "We are creating everything in-house," he stated.
Our studio is continuously growing our team of storytellers and are busily assembling writing teams.
As visual development is being explicitly mentioned — we right now have twenty-three artistic staff and have positions available for more talent.
Everything we do is supplementary and aimed at letting our team spend additional energy on the creative process.
Every AI system implemented properly is supplementary to a artist's routine, not a replacement for their skill.
Tempering Reactions with Clear Intent
The admission of AI usage at first sparked concern among some the community. In reaction, Vincke offered additional clarification on public forums.
"We use machine learning to explore references, just like we use Google and physical media," he stated. "In the initial planning process we use it as a rough outline for layout which we then substitute with authentic artwork."
He added, "Larian brings on talent for their creative vision, not for their willingness to follow what a machine suggests."
Key Areas of AI Integration
Vincke had in the past outlined the team's targeted strategy to this technology, grouping its use into key functions:
- Streamlining Repetitive Work: This includes refining animations, dialogue cleanup, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to quickly build rough versions of mechanics to test concepts ahead of expensive development.
- Experimental Frontiers: Investigating how AI could one day create new forms of reactivity, especially in managing unforeseen permutations in a vast role-playing world.
He explicitly noted that central narrative disciplines — such as writing — are are absolutely not areas where the team is replacing creative talent. On the contrary, Larian is actively hiring in these very roles.
"We are neither launching a game with machine-made assets, nor planning on cutting staff to swap them out with AI," Vincke stated definitively.