The Creators of Baldur's Gate 3 Clarifies Its Use of Generative AI for New Divinity Game
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, sparking significant anticipation within the player base. However, subsequent statements from the company's figurehead have added a new dimension to the narrative, focusing on the developer's philosophy toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a latest statement, the studio's founder detailed that the team is employing machine learning for certain ancillary tasks. These encompass enhancing pitch decks, generating initial concept art, and creating placeholder text.
Crucially, Vincke emphasized that the final content in the game will be authored exclusively by actual creatives. "Our team is developing everything ourselves," he stated.
We are continuously growing our team of concept artists and are busily putting together writing teams.
As this area is being explicitly referenced — we presently have 23 artistic staff and have job openings for additional artists.
All our efforts we do is supplementary and aimed at letting our team spend greater focus on actual creation.
Any ML tool applied correctly is supplementary to a developer's routine, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The admission of using AI at first generated unease among a segment of the fanbase. In response, Vincke issued further elaboration on online platforms.
"We use these tools to gather inspiration, similar to we use Google and physical media," he wrote. "In the initial ideation stages we use it as a basic framework for composition which we then swap out with authentic concept art."
He noted, "Larian brings on creatives for their unique talent, not for their willingness to replicate what a algorithm proposes."
Key Areas of AI Integration
Vincke had previously outlined the team's focused method to AI and ML, grouping its use into three main pillars:
- Streamlining Repetitive Work: This encompasses polishing mocap data, audio processing, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using tools to quickly build simple models of scenarios to experiment with concepts prior to complete production.
- Experimental Frontiers: Investigating how machine learning could eventually enhance emergent player agency, specifically in simulating unforeseen permutations in a detailed game universe.
He explicitly stated that central narrative disciplines — such as visual art — are are absolutely not areas where the team is reducing creative input. Conversely, Larian is recruiting more in these precise roles.
"Our studio is neither releasing a game with any AI components, nor planning on reducing teams to substitute them with artificial intelligence," Vincke concluded.