The Creators of Baldur's Gate 3 Clarifies Its Application of Machine Learning for Next Divinity
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking significant hype within the industry. However, subsequent statements from the studio's co-founder have brought nuance to the conversation, touching on the developer's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent message, Swen Vincke outlined that the company is employing machine learning for particular preliminary functions. These include developing pitch decks, creating early-stage artistic references, and creating temporary copy.
Notably, Vincke made clear that the final material in the game will be crafted solely by real artists. "We are writing all the content manually," he affirmed.
Larian is continuously growing our roster of concept artists and are actively forming narrative groups.
Since visual development is being specifically called out — we presently have over twenty artistic staff and have positions available for further talent.
All our efforts we do is incremental and aimed at enabling creatives to spend greater focus on actual creation.
Every machine learning application used well is supplementary to a creative team workflow, not a substitute for their skill.
Responding to Feedback and Defining the Path
The admission of AI usage initially generated unease among portions of the player base. In reaction, Vincke provided more detail on public forums.
"At Larian, we employ AI tools to gather inspiration, just like we use Google and reference books," he stated. "In the conceptual brainstorming phase we use it as a simple sketch for structure which we then substitute with hand-crafted concept art."
He noted, "Larian brings on artists for their inherent skill, not for their willingness to follow what a algorithm proposes."
Three Pillars of Practical Application
Vincke had earlier outlined the company's focused method to AI and ML, categorizing its use into primary areas:
- Automation of Tedious Tasks: Areas like polishing mocap data, audio processing, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create simple mock-ups of gameplay ideas to experiment with concepts ahead of expensive implementation.
- Experimental Frontiers: Exploring how AI could eventually enhance new forms of gameplay, particularly in managing dynamic reactions in a vast role-playing world.
He specifically stated that central narrative areas — like music composition — are are in no way departments where the team is replacing artistic involvement. Conversely, Larian is expanding its staff in these exact roles.
"We are not shipping a game with any AI components, and we are certainly not planning on reducing creatives to replace them with AI," Vincke summarized.