The Creators of Baldur's Gate 3 Explains Its Use of AI Tools for New Divinity
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, generating significant excitement within the gaming community. However, follow-up comments from the studio's lead designer have brought nuance to the conversation, focusing on the developer's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a latest statement, the studio's founder outlined that the company is using generative AI for specific preliminary tasks. These involve developing PowerPoint slides, generating initial concept art, and writing temporary text.
Notably, Vincke made clear that the final assets in the game will be created entirely by human creatives. "We are creating every line in-house," he affirmed.
Larian is constantly increasing our roster of writers and are currently assembling writing teams.
As visual development is being explicitly called out — we currently have twenty-three artistic staff and have positions available for additional talent.
Everything we do is supplementary and aimed at having people spend additional energy on making content.
Any machine learning application implemented properly is supplementary to a artist's workflow, not a replacement for their skill.
Tempering Reactions with Clear Intent
The news of AI usage initially sparked concern among a segment of the community. In reaction, Vincke offered more clarification on online platforms.
"Our team utilizes machine learning to gather inspiration, similar to we use Google and physical media," he explained. "During the very early ideation stages we use it as a simple sketch for structure which we then substitute with hand-crafted concept art."
He noted, "Our studio recruits talent for their creative vision, not for their capacity to execute what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past outlined the studio's practical strategy to this technology, defining its use into primary areas:
- Automation of Tedious Tasks: Areas like polishing mocap data, voice editing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build basic versions of mechanics to experiment with concepts before full production.
- Long-Term Aspirations: Exploring how machine learning could eventually create new forms of reactivity, especially in simulating player-driven narratives in a complex RPG.
He explicitly noted that core creative domains — like visual art — are are in no way areas where the studio is replacing artistic input. In fact, Larian is actively hiring in these precise positions.
"We are not launching a game with machine-made assets, and we are certainly not considering reducing teams to replace them with AI," Vincke concluded.