The Creators of Baldur's Gate 3 Explains Its Application of Machine Learning for Next Divinity
The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, creating a wave of hype within the player base. However, recent comments from the studio's lead designer have brought clarity to the narrative, touching on the studio's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest message, Swen Vincke detailed that the team is employing machine learning for particular supporting functions. These include fleshing out pitch decks, producing initial artistic references, and writing draft text.
Notably, Vincke emphasized that the end material in the game will be authored entirely by actual writers. "Our team is creating every line in-house," he affirmed.
Larian is continuously expanding our pool of concept artists and are busily forming narrative groups.
Since concept art is being explicitly called out — we right now have over twenty visual developers and have job openings for additional creatives.
All our efforts we do is incremental and focused on having people spend additional energy on actual creation.
Any machine learning application applied correctly is supplementary to a artist's routine, not a replacement for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology at first generated unease among portions of the player base. In reaction, Vincke offered more clarification on public forums.
"Our team utilizes AI tools to gather inspiration, just like we use Google and art books," he wrote. "In the initial ideation stages we use it as a rough outline for structure which we then substitute with authentic illustrations."
He continued, "We've hired talent for their creative vision, not for their capacity to replicate what a AI generates."
Three Pillars of Practical Application
Vincke had earlier outlined the team's targeted strategy to machine learning, grouping its use into three main pillars:
- Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create simple mock-ups of scenarios to experiment with concepts prior to expensive implementation.
- Experimental Frontiers: Exploring how AI could eventually create new forms of player agency, specifically in simulating unforeseen permutations in a vast role-playing world.
He specifically affirmed that central narrative areas — such as music composition — are are absolutely not areas where the team is replacing artistic talent. On the contrary, Larian is actively hiring in these very roles.
"We are not launching a game with AI-generated content, nor planning on trimming down creatives to substitute them with AI," Vincke concluded.