The Creators of Baldur's Gate 3 Explains Its Application of AI Tools for New Divinity Game
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, sparking immense hype within the gaming community. However, subsequent remarks from the studio's co-founder have added a new dimension to the conversation, focusing on the developer's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a recent message, the studio's founder detailed that the company is utilizing AI technology for certain ancillary functions. These involve developing presentation materials, producing initial artistic references, and creating draft copy.
Importantly, Vincke emphasized that the end assets in the game will be crafted solely by actual artists. "We are creating everything in-house," he said.
Larian is constantly growing our team of concept artists and are actively forming writing teams.
Given that this area is being particularly referenced — we right now have twenty-three concept artists and have positions available for further creatives.
Each initiative we do is supplementary and designed to having people spend greater focus on actual creation.
Every AI system implemented properly is a boost to a creative team routine, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The admission of using AI initially generated backlash among some the community. In response, Vincke issued more elaboration on online platforms.
"Our team utilizes AI tools to explore references, in the same way we use Google and art books," he stated. "During the initial ideation stages we use it as a rough outline for composition which we then replace with hand-crafted illustrations."
He noted, "We've hired creatives for their creative vision, not for their willingness to execute what a AI generates."
Three Pillars of Practical Application
Vincke had previously broken down the studio's targeted strategy to machine learning, categorizing its use into three main functions:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, audio processing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create basic models of gameplay ideas to test concepts ahead of full production.
- Experimental Frontiers: Investigating how AI could one day facilitate innovative player agency, especially in managing player-driven narratives in a complex RPG.
He explicitly noted that core creative areas — like music composition — are are absolutely not departments where the team is cutting artistic talent. On the contrary, Larian is expanding its staff in these very positions.
"Larian is not launching a game with machine-made assets, nor looking at cutting creatives to substitute them with artificial intelligence," Vincke stated definitively.