The Creators of Baldur's Gate 3 Details Its Application of Generative AI for Next Divinity Game
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, generating immense excitement within the industry. However, follow-up remarks from the studio's co-founder have introduced a new dimension to the conversation, touching on the studio's approach toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a recent message, Swen Vincke explained that the developer is employing generative AI for certain ancillary purposes. These involve fleshing out presentation materials, producing initial visual ideas, and writing draft text.
Crucially, Vincke emphasized that the end content in the game will be created exclusively by human writers. "Our team is writing everything in-house," he stated.
Our studio is actively increasing our team of writers and are actively putting together writing teams.
As visual development is being explicitly called out — we currently have twenty-three visual developers and have job openings for further artists.
All our efforts we do is supplementary and designed to enabling creatives to spend more time on making content.
Every machine learning application implemented properly is a boost to a creative team routine, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The news of employing this technology initially generated backlash among a segment of the community. In response, Vincke provided further detail on social media.
"Our team utilizes these tools to research ideas, in the same way we use Google and reference books," he stated. "During the conceptual planning process we use it as a basic framework for layout which we then replace with authentic illustrations."
He added, "Our studio recruits talent for their unique talent, not for their capacity to replicate what a algorithm proposes."
Three Pillars of Practical Application
Vincke had earlier broken down the company's practical approach to this technology, defining its use into three main functions:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, audio processing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough models of mechanics to test concepts before complete development.
- Experimental Frontiers: Exploring how AI could in the future enhance new forms of reactivity, specifically in creating dynamic reactions in a complex RPG.
He clearly stated that key artistic areas — such as visual art — are not areas where the studio is cutting artistic talent. On the contrary, Larian is recruiting more in these precise fields.
"We are not launching a game with machine-made assets, and we are certainly not looking at cutting teams to swap them out with artificial intelligence," Vincke summarized.