🔗 Share this article The Creators of Baldur's Gate 3 Explains Its Use of Generative AI for Next Divinity Game The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating significant excitement within the industry. However, follow-up remarks from the studio's co-founder have added a new dimension to the conversation, touching on the team's stance toward AI tools. AI as a Creative Assistant, Not a Substitute In a new clarification, the studio's founder explained that the company is using machine learning for specific ancillary functions. These involve fleshing out PowerPoint slides, producing initial concept art, and drafting placeholder copy. Crucially, Vincke emphasized that the final assets in the game will be crafted solely by human creatives. "We are writing all the content ourselves," he stated. Our studio is continuously growing our pool of writers and are busily forming narrative groups. Given that concept art is being explicitly called out — we currently have 23 artistic staff and have job openings for additional artists. All our efforts we do is incremental and aimed at enabling creatives to spend additional energy on making content. Every ML tool implemented properly is a boost to a artist's routine, never a stand-in for their craft. Addressing Concerns and Clarifying the Vision The admission of using AI originally provoked concern among a segment of the fanbase. In reply, Vincke offered additional detail on social media. "Our team utilizes machine learning to explore references, similar to we use Google and physical media," he explained. "During the very early ideation stages we use it as a basic framework for composition which we then replace with authentic illustrations." He noted, "We've hired artists for their inherent skill, not for their capacity to follow what a AI generates." Key Areas of AI Integration Vincke had previously detailed the company's targeted approach to AI and ML, grouping its use into three main areas: Automation of Tedious Tasks: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using technology to speedily create basic models of scenarios to experiment with concepts ahead of expensive production. Future Potential for Gameplay: Researching how AI could in the future facilitate emergent reactivity, specifically in simulating unforeseen permutations in a detailed game universe. He clearly stated that key artistic domains — such as visual art — are not departments where the team is reducing artistic talent. On the contrary, Larian is expanding its staff in these precise roles. "Larian is not releasing a game with machine-made assets, nor planning on reducing teams to swap them out with artificial intelligence," Vincke concluded.
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating significant excitement within the industry. However, follow-up remarks from the studio's co-founder have added a new dimension to the conversation, touching on the team's stance toward AI tools. AI as a Creative Assistant, Not a Substitute In a new clarification, the studio's founder explained that the company is using machine learning for specific ancillary functions. These involve fleshing out PowerPoint slides, producing initial concept art, and drafting placeholder copy. Crucially, Vincke emphasized that the final assets in the game will be crafted solely by human creatives. "We are writing all the content ourselves," he stated. Our studio is continuously growing our pool of writers and are busily forming narrative groups. Given that concept art is being explicitly called out — we currently have 23 artistic staff and have job openings for additional artists. All our efforts we do is incremental and aimed at enabling creatives to spend additional energy on making content. Every ML tool implemented properly is a boost to a artist's routine, never a stand-in for their craft. Addressing Concerns and Clarifying the Vision The admission of using AI originally provoked concern among a segment of the fanbase. In reply, Vincke offered additional detail on social media. "Our team utilizes machine learning to explore references, similar to we use Google and physical media," he explained. "During the very early ideation stages we use it as a basic framework for composition which we then replace with authentic illustrations." He noted, "We've hired artists for their inherent skill, not for their capacity to follow what a AI generates." Key Areas of AI Integration Vincke had previously detailed the company's targeted approach to AI and ML, grouping its use into three main areas: Automation of Tedious Tasks: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using technology to speedily create basic models of scenarios to experiment with concepts ahead of expensive production. Future Potential for Gameplay: Researching how AI could in the future facilitate emergent reactivity, specifically in simulating unforeseen permutations in a detailed game universe. He clearly stated that key artistic domains — such as visual art — are not departments where the team is reducing artistic talent. On the contrary, Larian is expanding its staff in these precise roles. "Larian is not releasing a game with machine-made assets, nor planning on reducing teams to swap them out with artificial intelligence," Vincke concluded.