The Creators of Baldur's Gate 3 Clarifies Its Implementation of Machine Learning for Next Divinity Game
The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating a wave of anticipation within the gaming community. However, follow-up statements from the studio's co-founder have introduced a new dimension to the discussion, focusing on the studio's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a recent statement, Larian's director outlined that the developer is employing AI technology for specific preliminary tasks. These involve developing PowerPoint slides, producing initial artistic references, and drafting placeholder copy.
Importantly, Vincke emphasized that the final assets in the game will be authored exclusively by real artists. "Our team is developing everything ourselves," he stated.
Larian is continuously expanding our roster of concept artists and are actively assembling narrative groups.
Since this area is being specifically mentioned — we currently have over twenty artistic staff and have positions available for more creatives.
Everything we do is additive and focused on having people spend additional energy on the creative process.
Every machine learning application used well is supplementary to a creative team routine, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The admission of AI usage at first sparked unease among a segment of the fanbase. In reply, Vincke provided additional detail on online platforms.
"We use these tools to research ideas, just like we use the internet and reference books," he wrote. "During the very early ideation stages we use it as a basic framework for structure which we then swap out with original artwork."
He added, "We've hired creatives for their inherent skill, not for their ability to replicate what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past outlined the company's focused approach to machine learning, grouping its use into key functions:
- Streamlining Repetitive Work: Areas like refining animations, voice editing, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype rough mock-ups of mechanics to test concepts prior to expensive production.
- Long-Term Aspirations: Investigating how AI could in the future create innovative player agency, especially in managing player-driven narratives in a detailed game universe.
He clearly noted that central narrative domains — such as visual art — are not fields where the team is reducing creative input. Conversely, Larian is actively hiring in these exact roles.
"Larian is neither launching a game with AI-generated content, nor planning on cutting creatives to swap them out with artificial intelligence," Vincke stated definitively.