The Creators of Baldur's Gate 3 Details Its Application of AI Tools for Next Divinity Game
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, creating significant anticipation within the industry. However, subsequent remarks from the company's co-founder have brought clarity to the narrative, touching on the studio's approach toward machine learning.
A Tool for Ideation, Not Replacement
In a new statement, Swen Vincke outlined that the team is utilizing machine learning for certain supporting purposes. These involve fleshing out pitch decks, producing initial visual ideas, and drafting placeholder text.
Importantly, Vincke emphasized that the shipping material in the game will be crafted solely by human creatives. "Larian is writing all the content manually," he affirmed.
We are constantly growing our roster of writers and are actively putting together narrative groups.
As this area is being specifically mentioned — we currently have twenty-three concept artists and have roles to fill for additional talent.
Each initiative we do is supplementary and aimed at having people spend additional energy on actual creation.
Any machine learning application implemented properly is additive to a developer's process, never a stand-in for their craft.
Responding to Feedback and Defining the Path
The admission of employing this technology originally provoked unease among a segment of the community. In reply, Vincke issued further clarification on public forums.
"At Larian, we employ these tools to research ideas, in the same way we use the internet and reference books," he stated. "In the very early ideation stages we use it as a basic framework for layout which we then substitute with original concept art."
He noted, "Our studio recruits creatives for their creative vision, not for their ability to follow what a machine suggests."
Three Pillars of Practical Application
Vincke had in the past broken down the company's targeted approach to machine learning, categorizing its use into primary pillars:
- Automation of Tedious Tasks: Areas like refining animations, audio processing, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build simple versions of scenarios to experiment with concepts before expensive implementation.
- Experimental Frontiers: Investigating how machine learning could one day facilitate emergent reactivity, especially in managing dynamic reactions in a complex RPG.
He specifically stated that core creative areas — including writing — are not areas where the team is replacing human input. In fact, Larian is expanding its staff in these exact positions.
"Our studio is neither launching a game with machine-made assets, nor planning on reducing creatives to substitute them with AI," Vincke summarized.