The Creators of Baldur's Gate 3 Explains Its Application of AI Tools for Next Divinity Game
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, creating immense anticipation within the industry. However, subsequent remarks from the company's lead designer have added clarity to the discussion, addressing the developer's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest statement, Swen Vincke outlined that the team is employing generative AI for certain supporting functions. These include developing pitch decks, producing early-stage artistic references, and drafting temporary text.
Notably, Vincke emphasized that the end content in the game will be authored solely by human writers. "Our team is developing everything ourselves," he said.
Larian is continuously growing our pool of storytellers and are busily assembling writing teams.
Since this area is being explicitly called out — we currently have over twenty visual developers and have positions available for further talent.
Each initiative we do is incremental and focused on letting our team spend more time on the creative process.
Any ML tool implemented properly is a boost to a developer's routine, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The revelation of employing this technology at first sparked unease among a segment of the community. In reply, Vincke issued more elaboration on social media.
"We use AI tools to explore references, similar to we use search engines and art books," he explained. "In the very early planning process we use it as a simple sketch for layout which we then swap out with hand-crafted illustrations."
He noted, "We've hired artists for their creative vision, not for their willingness to execute what a AI generates."
Key Areas of AI Integration
Vincke had previously outlined the studio's focused method to machine learning, categorizing its use into three main pillars:
- Automation of Tedious Tasks: Areas like polishing mocap data, dialogue cleanup, and technical processes like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build simple versions of mechanics to experiment with concepts before full development.
- Future Potential for Gameplay: Investigating how AI could eventually enhance new forms of reactivity, specifically in creating dynamic reactions in a complex RPG.
He specifically affirmed that core creative domains — including writing — are are absolutely not departments where the studio is reducing artistic involvement. In fact, Larian is expanding its staff in these very roles.
"Larian is not releasing a game with AI-generated content, and we are certainly not planning on trimming down creatives to swap them out with artificial intelligence," Vincke stated definitively.