The Creators of Baldur's Gate 3 Explains Its Use of AI Tools for Next Divinity Game
The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, sparking immense anticipation within the gaming community. However, follow-up comments from the company's lead designer have added a new dimension to the discussion, focusing on the studio's philosophy toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a new clarification, Larian's director detailed that the developer is using machine learning for specific supporting functions. These encompass enhancing presentation materials, generating early-stage concept art, and writing draft copy.
Notably, Vincke emphasized that the final content in the game will be crafted entirely by human writers. "Our team is writing everything ourselves," he affirmed.
We are actively growing our team of writers and are actively putting together dedicated writer rooms.
Given that this area is being particularly called out — we presently have twenty-three concept artists and have job openings for more creatives.
All our efforts we do is incremental and focused on enabling creatives to spend greater focus on making content.
Every AI system applied correctly is additive to a artist's process, not a replacement for their talent.
Responding to Feedback and Defining the Path
The admission of AI usage originally provoked unease among portions of the fanbase. In reply, Vincke offered further clarification on social media.
"At Larian, we employ these tools to explore references, in the same way we use search engines and art books," he stated. "In the conceptual ideation stages we use it as a basic framework for layout which we then swap out with authentic artwork."
He noted, "We've hired creatives for their unique talent, not for their willingness to replicate what a AI generates."
Key Areas of AI Integration
Vincke had earlier broken down the team's targeted method to this technology, grouping its use into key pillars:
- Automation of Tedious Tasks: This encompasses refining animations, audio processing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build basic models of scenarios to validate concepts ahead of expensive implementation.
- Experimental Frontiers: Exploring how AI could one day facilitate innovative reactivity, especially in creating dynamic reactions in a detailed game universe.
He specifically stated that central narrative domains — such as writing — are are in no way areas where the team is cutting creative talent. Conversely, Larian is actively hiring in these exact positions.
"We are not launching a game with machine-made assets, nor looking at reducing teams to replace them with artificial intelligence," Vincke concluded.