🔗 Share this article The Creators of Baldur's Gate 3 Clarifies Its Use of Generative AI for New Divinity Game The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking significant anticipation within the gaming community. However, subsequent comments from the studio's figurehead have added a new dimension to the conversation, focusing on the developer's stance toward machine learning. Augmenting Workflows, Not Cutting Jobs In a new statement, Larian's director explained that the team is employing machine learning for specific supporting tasks. These involve enhancing pitch decks, creating early-stage artistic references, and creating temporary dialogue. Notably, Vincke stressed that the final content in the game will be crafted solely by actual writers. "Larian is developing every line ourselves," he stated. Our studio is continuously expanding our team of concept artists and are currently putting together dedicated writer rooms. Since this area is being explicitly called out — we currently have over twenty artistic staff and have roles to fill for additional talent. Each initiative we do is supplementary and focused on letting our team spend more time on making content. Any ML tool implemented properly is a boost to a artist's workflow, not a replacement for their craft. Tempering Reactions with Clear Intent The revelation of using AI at first sparked concern among some the fanbase. In response, Vincke provided more elaboration on social media. "Our team utilizes machine learning to research ideas, just like we use search engines and physical media," he wrote. "In the conceptual ideation stages we use it as a basic framework for composition which we then swap out with original artwork." He added, "We've hired creatives for their creative vision, not for their willingness to execute what a algorithm proposes." Focused Uses for Machine Learning Vincke had in the past broken down the company's practical approach to machine learning, categorizing its use into primary pillars: Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using technology to speedily create basic mock-ups of gameplay ideas to validate concepts prior to expensive production. Future Potential for Gameplay: Exploring how AI could eventually facilitate new forms of reactivity, specifically in simulating player-driven narratives in a complex RPG. He explicitly noted that central narrative domains — such as visual art — are not fields where the company is cutting artistic input. Conversely, Larian is recruiting more in these precise roles. "Our studio is neither launching a game with machine-made assets, and we are certainly not looking at reducing staff to substitute them with artificial intelligence," Vincke concluded.
The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking significant anticipation within the gaming community. However, subsequent comments from the studio's figurehead have added a new dimension to the conversation, focusing on the developer's stance toward machine learning. Augmenting Workflows, Not Cutting Jobs In a new statement, Larian's director explained that the team is employing machine learning for specific supporting tasks. These involve enhancing pitch decks, creating early-stage artistic references, and creating temporary dialogue. Notably, Vincke stressed that the final content in the game will be crafted solely by actual writers. "Larian is developing every line ourselves," he stated. Our studio is continuously expanding our team of concept artists and are currently putting together dedicated writer rooms. Since this area is being explicitly called out — we currently have over twenty artistic staff and have roles to fill for additional talent. Each initiative we do is supplementary and focused on letting our team spend more time on making content. Any ML tool implemented properly is a boost to a artist's workflow, not a replacement for their craft. Tempering Reactions with Clear Intent The revelation of using AI at first sparked concern among some the fanbase. In response, Vincke provided more elaboration on social media. "Our team utilizes machine learning to research ideas, just like we use search engines and physical media," he wrote. "In the conceptual ideation stages we use it as a basic framework for composition which we then swap out with original artwork." He added, "We've hired creatives for their creative vision, not for their willingness to execute what a algorithm proposes." Focused Uses for Machine Learning Vincke had in the past broken down the company's practical approach to machine learning, categorizing its use into primary pillars: Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using technology to speedily create basic mock-ups of gameplay ideas to validate concepts prior to expensive production. Future Potential for Gameplay: Exploring how AI could eventually facilitate new forms of reactivity, specifically in simulating player-driven narratives in a complex RPG. He explicitly noted that central narrative domains — such as visual art — are not fields where the company is cutting artistic input. Conversely, Larian is recruiting more in these precise roles. "Our studio is neither launching a game with machine-made assets, and we are certainly not looking at reducing staff to substitute them with artificial intelligence," Vincke concluded.