The Creators of Baldur's Gate 3 Clarifies Its Application of Generative AI for Next Divinity

The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, generating immense hype within the player base. However, follow-up remarks from the company's figurehead have added clarity to the discussion, touching on the studio's stance toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, the studio's founder detailed that the developer is employing generative AI for particular preliminary purposes. These encompass enhancing PowerPoint slides, producing early-stage artistic references, and drafting draft dialogue.

Importantly, Vincke stressed that the final content in the game will be authored exclusively by actual creatives. "We are creating all the content in-house," he stated.

Our studio is actively increasing our pool of concept artists and are currently putting together narrative groups.

Since this area is being particularly referenced — we right now have twenty-three concept artists and have positions available for additional talent.

All our efforts we do is supplementary and aimed at having people spend additional energy on making content.

Any ML tool applied correctly is supplementary to a artist's workflow, not a substitute for their talent.

Responding to Feedback and Defining the Path

The revelation of using AI at first provoked concern among a segment of the player base. In reaction, Vincke provided further elaboration on public forums.

"Our team utilizes machine learning to explore references, just like we use search engines and physical media," he stated. "During the very early ideation stages we use it as a simple sketch for structure which we then replace with hand-crafted illustrations."

He noted, "Larian brings on creatives for their unique talent, not for their capacity to follow what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had earlier detailed the team's targeted method to this technology, defining its use into three main pillars:

  • Streamlining Repetitive Work: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Accelerated Iteration: Using systems to quickly build rough versions of gameplay ideas to experiment with concepts before complete production.
  • Long-Term Aspirations: Exploring how AI could eventually enhance innovative reactivity, specifically in creating unforeseen permutations in a vast role-playing world.

He explicitly affirmed that key artistic disciplines — including music composition — are not areas where the team is replacing artistic involvement. In fact, Larian is actively hiring in these exact positions.

"We are not launching a game with any AI components, nor planning on reducing staff to substitute them with AI," Vincke concluded.

Sean Rogers
Sean Rogers

A quantum physicist and tech writer passionate about making complex computational concepts accessible to a broader audience.

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