The Creators of Baldur's Gate 3 Details Its Use of Generative AI for Next Divinity Game
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking immense anticipation within the gaming community. However, recent statements from the studio's lead designer have introduced clarity to the narrative, addressing the team's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest statement, Swen Vincke outlined that the company is employing machine learning for specific ancillary tasks. These include enhancing pitch decks, producing early-stage artistic references, and drafting draft copy.
Importantly, Vincke emphasized that the shipping content in the game will be authored exclusively by real creatives. "Our team is creating all the content ourselves," he stated.
We are actively expanding our pool of writers and are busily assembling dedicated writer rooms.
As visual development is being explicitly mentioned — we currently have over twenty artistic staff and have positions available for more creatives.
Everything we do is supplementary and focused on having people spend more time on the creative process.
Any ML tool used well is a boost to a developer's workflow, not a substitute for their skill.
Responding to Feedback and Defining the Path
The admission of AI usage originally generated backlash among portions of the community. In reaction, Vincke issued more detail on public forums.
"Our team utilizes AI tools to gather inspiration, in the same way we use the internet and art books," he explained. "During the very early planning process we use it as a simple sketch for structure which we then substitute with hand-crafted concept art."
He added, "We've hired artists for their unique talent, not for their ability to replicate what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past outlined the studio's practical approach to machine learning, categorizing its use into three main functions:
- Streamlining Repetitive Work: This includes refining animations, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build basic models of gameplay ideas to experiment with concepts ahead of full production.
- Long-Term Aspirations: Exploring how machine learning could eventually create innovative gameplay, specifically in managing unforeseen permutations in a complex RPG.
He explicitly noted that core creative areas — such as writing — are are absolutely not fields where the company is replacing creative involvement. Conversely, Larian is actively hiring in these exact fields.
"We are neither launching a game with AI-generated content, and we are certainly not planning on trimming down teams to swap them out with AI," Vincke stated definitively.