The Creators of Baldur's Gate 3 Clarifies Its Application of AI Tools for New Divinity Game
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, sparking significant anticipation within the industry. However, recent comments from the studio's figurehead have introduced nuance to the discussion, addressing the developer's approach toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a new statement, Swen Vincke explained that the company is using AI technology for certain ancillary tasks. These include fleshing out PowerPoint slides, producing early-stage artistic references, and creating placeholder dialogue.
Importantly, Vincke made clear that the end assets in the game will be authored exclusively by actual creatives. "Our team is developing every line manually," he said.
Our studio is actively expanding our roster of concept artists and are currently putting together narrative groups.
Since this area is being specifically mentioned — we right now have twenty-three concept artists and have roles to fill for more talent.
All our efforts we do is incremental and focused on enabling creatives to spend more time on the creative process.
Every machine learning application applied correctly is additive to a developer's workflow, not a substitute for their craft.
Addressing Concerns and Clarifying the Vision
The admission of AI usage originally provoked unease among some the fanbase. In response, Vincke offered more detail on public forums.
"We use machine learning to gather inspiration, in the same way we use Google and reference books," he stated. "During the very early brainstorming phase we use it as a basic framework for structure which we then substitute with authentic artwork."
He added, "Larian brings on artists for their unique talent, not for their capacity to execute what a AI generates."
Three Pillars of Practical Application
Vincke had earlier outlined the team's focused approach to this technology, grouping its use into key areas:
- Automation of Tedious Tasks: Areas like refining animations, audio processing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using technology to quickly build rough mock-ups of gameplay ideas to experiment with concepts ahead of complete implementation.
- Experimental Frontiers: Researching how AI could in the future enhance new forms of gameplay, especially in creating dynamic reactions in a complex RPG.
He specifically noted that central narrative disciplines — including music composition — are are in no way areas where the studio is cutting artistic involvement. On the contrary, Larian is expanding its staff in these exact positions.
"We are not shipping a game with machine-made assets, nor considering cutting teams to substitute them with AI," Vincke summarized.