🔗 Share this article The Creators of Baldur's Gate 3 Details Its Application of Generative AI for New Divinity The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, creating a wave of anticipation within the gaming community. However, recent statements from the studio's lead designer have brought a new dimension to the discussion, focusing on the developer's stance toward AI tools. AI as a Creative Assistant, Not a Substitute In a recent clarification, Swen Vincke outlined that the developer is employing machine learning for certain supporting functions. These include developing presentation materials, producing initial concept art, and drafting draft copy. Crucially, Vincke emphasized that the final material in the game will be authored exclusively by real writers. "Our team is developing all the content in-house," he stated. We are continuously growing our team of writers and are busily putting together dedicated writer rooms. As concept art is being specifically referenced — we currently have 23 concept artists and have positions available for additional artists. All our efforts we do is additive and aimed at letting our team spend additional energy on the creative process. Every machine learning application applied correctly is additive to a artist's workflow, not a replacement for their talent. Addressing Concerns and Clarifying the Vision The news of employing this technology at first sparked backlash among portions of the community. In reply, Vincke provided additional detail on public forums. "We use machine learning to gather inspiration, similar to we use search engines and reference books," he explained. "During the initial brainstorming phase we use it as a simple sketch for structure which we then substitute with original concept art." He added, "Larian brings on creatives for their creative vision, not for their capacity to follow what a AI generates." Focused Uses for Machine Learning Vincke had in the past broken down the studio's focused method to AI and ML, categorizing its use into primary pillars: Automation of Tedious Tasks: This encompasses refining animations, dialogue cleanup, and pipeline-specific tasks like retargeting animations. Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough models of gameplay ideas to validate concepts ahead of expensive implementation. Long-Term Aspirations: Researching how AI could one day create emergent player agency, specifically in managing dynamic reactions in a vast role-playing world. He specifically affirmed that central narrative domains — like visual art — are not areas where the studio is cutting human input. In fact, Larian is actively hiring in these exact roles. "We are neither releasing a game with AI-generated content, and we are certainly not looking at reducing teams to swap them out with AI," Vincke stated definitively.
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, creating a wave of anticipation within the gaming community. However, recent statements from the studio's lead designer have brought a new dimension to the discussion, focusing on the developer's stance toward AI tools. AI as a Creative Assistant, Not a Substitute In a recent clarification, Swen Vincke outlined that the developer is employing machine learning for certain supporting functions. These include developing presentation materials, producing initial concept art, and drafting draft copy. Crucially, Vincke emphasized that the final material in the game will be authored exclusively by real writers. "Our team is developing all the content in-house," he stated. We are continuously growing our team of writers and are busily putting together dedicated writer rooms. As concept art is being specifically referenced — we currently have 23 concept artists and have positions available for additional artists. All our efforts we do is additive and aimed at letting our team spend additional energy on the creative process. Every machine learning application applied correctly is additive to a artist's workflow, not a replacement for their talent. Addressing Concerns and Clarifying the Vision The news of employing this technology at first sparked backlash among portions of the community. In reply, Vincke provided additional detail on public forums. "We use machine learning to gather inspiration, similar to we use search engines and reference books," he explained. "During the initial brainstorming phase we use it as a simple sketch for structure which we then substitute with original concept art." He added, "Larian brings on creatives for their creative vision, not for their capacity to follow what a AI generates." Focused Uses for Machine Learning Vincke had in the past broken down the studio's focused method to AI and ML, categorizing its use into primary pillars: Automation of Tedious Tasks: This encompasses refining animations, dialogue cleanup, and pipeline-specific tasks like retargeting animations. Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough models of gameplay ideas to validate concepts ahead of expensive implementation. Long-Term Aspirations: Researching how AI could one day create emergent player agency, specifically in managing dynamic reactions in a vast role-playing world. He specifically affirmed that central narrative domains — like visual art — are not areas where the studio is cutting human input. In fact, Larian is actively hiring in these exact roles. "We are neither releasing a game with AI-generated content, and we are certainly not looking at reducing teams to swap them out with AI," Vincke stated definitively.