The Creators of Baldur's Gate 3 Clarifies Its Application of AI Tools for Upcoming Divinity
The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, generating a wave of anticipation within the gaming community. However, recent statements from the studio's co-founder have added nuance to the narrative, focusing on the developer's philosophy toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new message, Swen Vincke explained that the company is employing AI technology for certain ancillary purposes. These encompass developing PowerPoint slides, generating initial visual ideas, and drafting draft dialogue.
Crucially, Vincke made clear that the final assets in the game will be crafted solely by actual creatives. "Our team is writing everything ourselves," he stated.
Our studio is actively growing our team of concept artists and are currently putting together dedicated writer rooms.
Given that concept art is being specifically called out — we right now have twenty-three artistic staff and have roles to fill for additional talent.
All our efforts we do is incremental and designed to enabling creatives to spend more time on actual creation.
Any ML tool applied correctly is a boost to a creative team workflow, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The admission of employing this technology initially sparked concern among a segment of the fanbase. In response, Vincke offered further clarification on public forums.
"Our team utilizes machine learning to gather inspiration, just like we use Google and art books," he wrote. "During the initial ideation stages we use it as a simple sketch for layout which we then swap out with authentic artwork."
He added, "Our studio recruits talent for their inherent skill, not for their ability to execute what a AI generates."
Three Pillars of Practical Application
Vincke had in the past outlined the company's focused approach to this technology, grouping its use into three main pillars:
- Handling Monotonous Jobs: This includes refining animations, audio processing, and technical processes like adjusting assets for various species.
- Accelerated Iteration: Using tools to speedily create simple mock-ups of mechanics to experiment with concepts before complete production.
- Future Potential for Gameplay: Exploring how AI could eventually create emergent player agency, especially in creating unforeseen permutations in a complex RPG.
He clearly affirmed that key artistic domains — such as music composition — are are in no way areas where the company is reducing artistic input. Conversely, Larian is actively hiring in these very fields.
"Larian is not shipping a game with any AI components, and we are certainly not planning on reducing teams to substitute them with AI," Vincke concluded.