The Creators of Baldur's Gate 3 Explains Its Use of Generative AI for Next Divinity
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, creating significant excitement within the player base. However, follow-up statements from the company's lead designer have brought clarity to the conversation, touching on the team's philosophy toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a recent clarification, Larian's director detailed that the developer is using generative AI for specific ancillary purposes. These involve fleshing out pitch decks, creating rough artistic references, and writing temporary copy.
Importantly, Vincke stressed that the end assets in the game will be crafted entirely by real artists. "We are creating all the content in-house," he said.
Larian is continuously increasing our pool of concept artists and are busily forming narrative groups.
Since this area is being particularly referenced — we presently have twenty-three visual developers and have positions available for further talent.
Everything we do is incremental and focused on enabling creatives to spend more time on making content.
Every machine learning application applied correctly is a boost to a creative team process, not a substitute for their skill.
Tempering Reactions with Clear Intent
The admission of employing this technology originally sparked concern among some the player base. In reaction, Vincke offered additional elaboration on public forums.
"At Larian, we employ machine learning to research ideas, in the same way we use Google and reference books," he wrote. "In the very early ideation stages we use it as a basic framework for layout which we then replace with authentic artwork."
He continued, "We've hired artists for their inherent skill, not for their capacity to execute what a algorithm proposes."
Key Areas of AI Integration
Vincke had earlier detailed the studio's practical strategy to this technology, defining its use into three main areas:
- Streamlining Repetitive Work: This encompasses refining animations, voice editing, and technical processes like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic versions of mechanics to validate concepts before full implementation.
- Future Potential for Gameplay: Investigating how AI could in the future enhance innovative player agency, particularly in managing unforeseen permutations in a detailed game universe.
He specifically stated that central narrative disciplines — like writing — are are in no way fields where the company is reducing creative involvement. Conversely, Larian is recruiting more in these exact positions.
"Our studio is neither releasing a game with machine-made assets, and we are certainly not looking at trimming down staff to replace them with AI," Vincke stated definitively.