The Creators of Baldur's Gate 3 Explains Its Implementation of Generative AI for Upcoming Divinity
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking a wave of anticipation within the gaming community. However, subsequent statements from the company's lead designer have introduced nuance to the conversation, addressing the developer's approach toward machine learning.
A Tool for Ideation, Not Replacement
In a new clarification, the studio's founder explained that the developer is utilizing generative AI for specific ancillary tasks. These encompass enhancing pitch decks, producing rough visual ideas, and writing placeholder copy.
Crucially, Vincke stressed that the shipping assets in the game will be crafted exclusively by real writers. "Larian is developing all the content ourselves," he said.
Our studio is actively growing our pool of writers and are currently assembling narrative groups.
As visual development is being particularly mentioned — we presently have 23 visual developers and have positions available for additional talent.
All our efforts we do is additive and designed to having people spend greater focus on actual creation.
Every machine learning application implemented properly is a boost to a artist's routine, not a substitute for their craft.
Responding to Feedback and Defining the Path
The news of AI usage originally sparked unease among some the player base. In reaction, Vincke offered additional detail on online platforms.
"We use AI tools to explore references, in the same way we use Google and reference books," he wrote. "During the conceptual brainstorming phase we use it as a rough outline for structure which we then substitute with original concept art."
He continued, "Larian brings on talent for their unique talent, not for their capacity to follow what a machine suggests."
Key Areas of AI Integration
Vincke had previously detailed the team's focused approach to machine learning, grouping its use into three main pillars:
- Streamlining Repetitive Work: Areas like refining animations, dialogue cleanup, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create rough versions of mechanics to experiment with concepts before expensive development.
- Long-Term Aspirations: Exploring how machine learning could one day enhance emergent gameplay, especially in simulating unforeseen permutations in a detailed game universe.
He specifically noted that central narrative areas — like writing — are are absolutely not fields where the company is cutting human input. Conversely, Larian is actively hiring in these precise roles.
"We are not shipping a game with machine-made assets, nor planning on trimming down creatives to substitute them with AI," Vincke summarized.