The Creators of Baldur's Gate 3 Details Its Implementation of AI Tools for Next Divinity
The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking immense anticipation within the player base. However, follow-up comments from the studio's co-founder have introduced nuance to the discussion, touching on the studio's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new statement, Larian's director outlined that the developer is using machine learning for certain supporting tasks. These encompass fleshing out presentation materials, producing initial visual ideas, and writing temporary text.
Crucially, Vincke made clear that the shipping content in the game will be authored solely by real writers. "We are creating all the content in-house," he said.
Our studio is constantly expanding our team of storytellers and are busily forming narrative groups.
Given that this area is being specifically called out — we right now have twenty-three artistic staff and have positions available for additional artists.
Each initiative we do is additive and focused on having people spend greater focus on making content.
Any AI system implemented properly is additive to a artist's process, not a substitute for their skill.
Tempering Reactions with Clear Intent
The news of using AI initially provoked backlash among some the community. In reply, Vincke provided additional clarification on public forums.
"At Larian, we employ these tools to research ideas, just like we use Google and physical media," he explained. "During the initial ideation stages we use it as a simple sketch for structure which we then swap out with hand-crafted concept art."
He continued, "Larian brings on artists for their creative vision, not for their capacity to follow what a AI generates."
Three Pillars of Practical Application
Vincke had previously detailed the studio's practical method to this technology, categorizing its use into three main areas:
- Streamlining Repetitive Work: Areas like polishing mocap data, voice editing, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to rapidly prototype basic models of scenarios to experiment with concepts before complete development.
- Future Potential for Gameplay: Investigating how AI could in the future enhance emergent reactivity, particularly in managing player-driven narratives in a detailed game universe.
He clearly stated that core creative areas — like writing — are not fields where the studio is cutting creative talent. On the contrary, Larian is recruiting more in these very roles.
"We are not launching a game with machine-made assets, and we are certainly not considering cutting teams to substitute them with AI," Vincke concluded.