The Creators of Baldur's Gate 3 Clarifies Its Use of Machine Learning for New Divinity
The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, sparking immense anticipation within the gaming community. However, follow-up remarks from the studio's co-founder have added clarity to the discussion, addressing the developer's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a new clarification, the studio's founder outlined that the developer is utilizing generative AI for particular preliminary tasks. These encompass developing PowerPoint slides, producing rough visual ideas, and creating placeholder dialogue.
Importantly, Vincke emphasized that the end assets in the game will be created exclusively by real artists. "We are creating all the content ourselves," he stated.
Our studio is constantly growing our pool of writers and are actively putting together dedicated writer rooms.
As visual development is being particularly mentioned — we presently have 23 artistic staff and have roles to fill for more artists.
Everything we do is additive and focused on having people spend greater focus on actual creation.
Every machine learning application applied correctly is a boost to a artist's process, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology at first sparked unease among some the community. In response, Vincke offered additional elaboration on public forums.
"We use AI tools to explore references, just like we use the internet and physical media," he stated. "During the initial planning process we use it as a rough outline for structure which we then swap out with authentic artwork."
He added, "We've hired creatives for their inherent skill, not for their ability to follow what a machine suggests."
Key Areas of AI Integration
Vincke had previously outlined the team's practical method to AI and ML, defining its use into key functions:
- Automation of Tedious Tasks: This includes refining animations, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using technology to quickly build rough models of scenarios to experiment with concepts before full implementation.
- Future Potential for Gameplay: Exploring how machine learning could eventually create new forms of player agency, particularly in managing unforeseen permutations in a vast role-playing world.
He clearly stated that central narrative disciplines — including writing — are not fields where the company is cutting creative involvement. Conversely, Larian is recruiting more in these very positions.
"Larian is neither shipping a game with machine-made assets, and we are certainly not considering cutting teams to substitute them with AI," Vincke summarized.