The Creators of Baldur's Gate 3 Explains Its Implementation of Generative AI for Next Divinity Game
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, sparking a wave of hype within the industry. However, follow-up statements from the studio's lead designer have added a new dimension to the narrative, addressing the developer's approach toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest statement, Swen Vincke detailed that the company is utilizing generative AI for particular supporting purposes. These involve fleshing out pitch decks, generating initial visual ideas, and creating placeholder dialogue.
Notably, Vincke made clear that the final assets in the game will be authored entirely by human artists. "Our team is writing every line ourselves," he affirmed.
Larian is continuously expanding our team of storytellers and are currently forming writing teams.
Since visual development is being specifically referenced — we right now have twenty-three concept artists and have positions available for additional artists.
Everything we do is incremental and focused on having people spend greater focus on the creative process.
Any ML tool used well is additive to a developer's routine, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The news of employing this technology originally sparked concern among some the player base. In reaction, Vincke provided more detail on social media.
"At Larian, we employ AI tools to explore references, similar to we use Google and art books," he stated. "In the conceptual ideation stages we use it as a basic framework for layout which we then replace with authentic illustrations."
He continued, "Our studio recruits artists for their unique talent, not for their ability to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had earlier outlined the company's focused strategy to this technology, grouping its use into key pillars:
- Streamlining Repetitive Work: Areas like refining animations, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using technology to quickly build rough mock-ups of scenarios to experiment with concepts before complete development.
- Experimental Frontiers: Exploring how machine learning could eventually enhance new forms of reactivity, especially in managing unforeseen permutations in a detailed game universe.
He explicitly affirmed that key artistic disciplines — such as visual art — are are absolutely not areas where the team is reducing creative involvement. In fact, Larian is expanding its staff in these very positions.
"Larian is not shipping a game with AI-generated content, nor planning on cutting creatives to replace them with artificial intelligence," Vincke stated definitively.