The Creators of Baldur's Gate 3 Details Its Application of Generative AI for New Divinity
The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, sparking significant anticipation within the gaming community. However, subsequent comments from the studio's co-founder have added a new dimension to the conversation, focusing on the studio's stance toward AI tools.
A Tool for Ideation, Not Replacement
In a recent clarification, Swen Vincke outlined that the developer is using AI technology for certain preliminary purposes. These include enhancing PowerPoint slides, producing rough concept art, and writing placeholder dialogue.
Importantly, Vincke made clear that the shipping material in the game will be created entirely by human writers. "Our team is developing every line ourselves," he affirmed.
We are constantly expanding our team of concept artists and are busily assembling dedicated writer rooms.
As this area is being explicitly referenced — we right now have twenty-three concept artists and have job openings for more creatives.
Each initiative we do is supplementary and designed to letting our team spend greater focus on the creative process.
Every AI system applied correctly is supplementary to a developer's workflow, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The news of using AI at first sparked concern among a segment of the community. In response, Vincke provided further clarification on social media.
"Our team utilizes machine learning to gather inspiration, just like we use Google and physical media," he stated. "In the very early ideation stages we use it as a rough outline for layout which we then substitute with original artwork."
He noted, "Our studio recruits artists for their inherent skill, not for their capacity to follow what a AI generates."
Three Pillars of Practical Application
Vincke had previously detailed the team's focused method to machine learning, categorizing its use into key areas:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to speedily create rough models of mechanics to validate concepts before expensive development.
- Long-Term Aspirations: Investigating how machine learning could eventually facilitate new forms of gameplay, especially in managing unforeseen permutations in a complex RPG.
He specifically noted that key artistic areas — like writing — are not fields where the company is replacing artistic involvement. Conversely, Larian is expanding its staff in these precise positions.
"We are not shipping a game with any AI components, and we are certainly not considering trimming down teams to substitute them with artificial intelligence," Vincke summarized.