The Creators of Baldur's Gate 3 Details Its Implementation of Generative AI for Next Divinity
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, generating a wave of excitement within the industry. However, follow-up comments from the company's figurehead have added nuance to the discussion, addressing the studio's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a latest message, Swen Vincke detailed that the developer is utilizing generative AI for particular preliminary functions. These encompass fleshing out PowerPoint slides, generating early-stage artistic references, and creating draft dialogue.
Importantly, Vincke emphasized that the end assets in the game will be crafted entirely by real writers. "We are developing everything manually," he affirmed.
We are constantly expanding our pool of writers and are busily putting together dedicated writer rooms.
Given that this area is being explicitly mentioned — we right now have over twenty visual developers and have positions available for further talent.
Everything we do is additive and focused on letting our team spend additional energy on the creative process.
Any AI system implemented properly is a boost to a developer's routine, not a replacement for their skill.
Tempering Reactions with Clear Intent
The news of AI usage at first generated backlash among portions of the player base. In response, Vincke issued additional clarification on public forums.
"At Larian, we employ these tools to explore references, just like we use Google and art books," he explained. "During the conceptual ideation stages we use it as a basic framework for layout which we then replace with original artwork."
He noted, "Larian brings on artists for their inherent skill, not for their willingness to execute what a algorithm proposes."
Three Pillars of Practical Application
Vincke had previously detailed the company's targeted strategy to machine learning, categorizing its use into primary areas:
- Handling Monotonous Jobs: This includes refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to quickly build rough versions of gameplay ideas to validate concepts ahead of expensive production.
- Experimental Frontiers: Researching how AI could in the future create innovative gameplay, specifically in creating dynamic reactions in a detailed game universe.
He explicitly stated that central narrative domains — such as writing — are are in no way departments where the studio is reducing human input. In fact, Larian is recruiting more in these very positions.
"Our studio is not releasing a game with any AI components, nor looking at cutting teams to substitute them with AI," Vincke summarized.