The Creators of Baldur's Gate 3 Explains Its Application of AI Tools for New Divinity
The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, creating a wave of anticipation within the player base. However, follow-up remarks from the studio's figurehead have introduced a new dimension to the conversation, touching on the studio's philosophy toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest message, Larian's director outlined that the team is utilizing AI technology for particular preliminary purposes. These encompass developing PowerPoint slides, producing early-stage visual ideas, and drafting draft copy.
Importantly, Vincke stressed that the final material in the game will be created entirely by real creatives. "Our team is developing all the content in-house," he affirmed.
Our studio is actively growing our pool of writers and are busily putting together dedicated writer rooms.
Since concept art is being specifically called out — we right now have twenty-three artistic staff and have job openings for more creatives.
Everything we do is incremental and focused on letting our team spend more time on actual creation.
Every machine learning application applied correctly is additive to a creative team workflow, not a substitute for their talent.
Tempering Reactions with Clear Intent
The revelation of employing this technology originally generated backlash among a segment of the community. In response, Vincke issued additional detail on social media.
"Our team utilizes these tools to research ideas, similar to we use Google and reference books," he wrote. "During the conceptual planning process we use it as a basic framework for composition which we then swap out with original artwork."
He noted, "Our studio recruits artists for their inherent skill, not for their willingness to execute what a algorithm proposes."
Key Areas of AI Integration
Vincke had earlier detailed the studio's targeted approach to this technology, defining its use into three main areas:
- Automation of Tedious Tasks: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using systems to rapidly prototype rough models of mechanics to experiment with concepts ahead of expensive implementation.
- Experimental Frontiers: Investigating how AI could eventually enhance emergent reactivity, specifically in managing player-driven narratives in a complex RPG.
He clearly noted that key artistic domains — like music composition — are not areas where the studio is replacing artistic involvement. On the contrary, Larian is actively hiring in these precise positions.
"We are not launching a game with AI-generated content, and we are certainly not planning on reducing staff to replace them with AI," Vincke summarized.