The Creators of Baldur's Gate 3 Details Its Application of Generative AI for New Divinity

The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, generating immense anticipation within the player base. However, follow-up remarks from the studio's co-founder have introduced a new dimension to the conversation, focusing on the team's stance toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a latest clarification, Larian's director explained that the team is employing AI technology for certain supporting tasks. These encompass developing presentation materials, generating rough concept art, and creating draft dialogue.

Crucially, Vincke stressed that the end assets in the game will be created solely by real artists. "Our team is creating all the content manually," he affirmed.

We are constantly expanding our roster of storytellers and are actively forming dedicated writer rooms.

Given that visual development is being specifically referenced — we right now have 23 artistic staff and have job openings for more talent.

All our efforts we do is additive and focused on letting our team spend more time on the creative process.

Every machine learning application implemented properly is a boost to a developer's routine, not a substitute for their talent.

Tempering Reactions with Clear Intent

The revelation of employing this technology at first generated backlash among portions of the community. In response, Vincke provided further detail on public forums.

"At Larian, we employ machine learning to gather inspiration, just like we use search engines and reference books," he wrote. "During the very early planning process we use it as a basic framework for composition which we then substitute with hand-crafted illustrations."

He added, "We've hired artists for their unique talent, not for their ability to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had previously detailed the company's targeted method to AI and ML, grouping its use into key areas:

  • Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and technical processes like adapting animations for different models.
  • Accelerated Iteration: Using systems to speedily create rough mock-ups of mechanics to experiment with concepts before complete development.
  • Future Potential for Gameplay: Researching how AI could eventually facilitate emergent gameplay, specifically in managing dynamic reactions in a detailed game universe.

He clearly affirmed that central narrative domains — like visual art — are are absolutely not fields where the studio is reducing artistic input. Conversely, Larian is actively hiring in these precise roles.

"We are not releasing a game with machine-made assets, nor looking at trimming down teams to replace them with artificial intelligence," Vincke summarized.

Ryan Tate
Ryan Tate

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