The Creators of Baldur's Gate 3 Explains Its Implementation of Machine Learning for New Divinity Game
The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, creating immense excitement within the gaming community. However, follow-up remarks from the studio's figurehead have added a new dimension to the discussion, addressing the team's philosophy toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, the studio's founder detailed that the team is using machine learning for specific supporting purposes. These encompass fleshing out presentation materials, producing initial visual ideas, and writing placeholder copy.
Notably, Vincke stressed that the final material in the game will be crafted exclusively by real writers. "We are writing all the content manually," he stated.
Larian is actively expanding our team of writers and are actively forming dedicated writer rooms.
Given that this area is being explicitly called out — we right now have over twenty concept artists and have positions available for more artists.
Everything we do is supplementary and focused on having people spend additional energy on making content.
Every AI system implemented properly is additive to a artist's routine, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of AI usage originally generated backlash among a segment of the fanbase. In reply, Vincke provided more detail on public forums.
"Our team utilizes these tools to gather inspiration, just like we use the internet and art books," he explained. "During the conceptual ideation stages we use it as a basic framework for composition which we then replace with authentic illustrations."
He added, "Our studio recruits creatives for their creative vision, not for their ability to follow what a algorithm proposes."
Three Pillars of Practical Application
Vincke had previously broken down the company's targeted approach to machine learning, defining its use into primary functions:
- Streamlining Repetitive Work: This includes refining animations, voice editing, and pipeline-specific tasks like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create rough models of gameplay ideas to validate concepts before complete development.
- Long-Term Aspirations: Investigating how AI could in the future create emergent gameplay, specifically in creating unforeseen permutations in a detailed game universe.
He clearly stated that core creative areas — like visual art — are not areas where the company is cutting artistic input. In fact, Larian is expanding its staff in these exact positions.
"We are neither releasing a game with AI-generated content, and we are certainly not looking at cutting creatives to substitute them with AI," Vincke concluded.