🔗 Share this article The Creators of Baldur's Gate 3 Clarifies Its Use of Generative AI for Upcoming Divinity The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, sparking immense excitement within the gaming community. However, subsequent remarks from the company's lead designer have introduced clarity to the conversation, addressing the team's approach toward AI tools. Augmenting Workflows, Not Cutting Jobs In a new message, Swen Vincke explained that the team is utilizing AI technology for specific ancillary purposes. These include enhancing pitch decks, creating early-stage visual ideas, and drafting draft dialogue. Crucially, Vincke emphasized that the end assets in the game will be created exclusively by human artists. "Larian is writing everything in-house," he said. Our studio is constantly expanding our team of concept artists and are currently assembling narrative groups. As this area is being particularly called out — we presently have twenty-three visual developers and have roles to fill for more talent. Each initiative we do is supplementary and aimed at letting our team spend more time on the creative process. Any ML tool used well is additive to a developer's workflow, not a substitute for their craft. Tempering Reactions with Clear Intent The admission of using AI at first generated unease among some the player base. In reaction, Vincke provided further clarification on public forums. "Our team utilizes AI tools to research ideas, just like we use the internet and reference books," he explained. "During the initial planning process we use it as a rough outline for layout which we then swap out with authentic concept art." He continued, "We've hired creatives for their inherent skill, not for their ability to replicate what a algorithm proposes." Focused Uses for Machine Learning Vincke had earlier detailed the studio's practical strategy to this technology, grouping its use into three main functions: Handling Monotonous Jobs: This encompasses refining animations, voice editing, and Larian-specific work like adapting animations for different models. Accelerated Iteration: Using tools to rapidly prototype rough versions of gameplay ideas to validate concepts ahead of expensive development. Experimental Frontiers: Researching how machine learning could eventually enhance new forms of gameplay, especially in simulating unforeseen permutations in a vast role-playing world. He clearly stated that core creative areas — including music composition — are are in no way areas where the studio is cutting human input. On the contrary, Larian is actively hiring in these very positions. "We are neither releasing a game with machine-made assets, and we are certainly not considering cutting creatives to swap them out with artificial intelligence," Vincke summarized.
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, sparking immense excitement within the gaming community. However, subsequent remarks from the company's lead designer have introduced clarity to the conversation, addressing the team's approach toward AI tools. Augmenting Workflows, Not Cutting Jobs In a new message, Swen Vincke explained that the team is utilizing AI technology for specific ancillary purposes. These include enhancing pitch decks, creating early-stage visual ideas, and drafting draft dialogue. Crucially, Vincke emphasized that the end assets in the game will be created exclusively by human artists. "Larian is writing everything in-house," he said. Our studio is constantly expanding our team of concept artists and are currently assembling narrative groups. As this area is being particularly called out — we presently have twenty-three visual developers and have roles to fill for more talent. Each initiative we do is supplementary and aimed at letting our team spend more time on the creative process. Any ML tool used well is additive to a developer's workflow, not a substitute for their craft. Tempering Reactions with Clear Intent The admission of using AI at first generated unease among some the player base. In reaction, Vincke provided further clarification on public forums. "Our team utilizes AI tools to research ideas, just like we use the internet and reference books," he explained. "During the initial planning process we use it as a rough outline for layout which we then swap out with authentic concept art." He continued, "We've hired creatives for their inherent skill, not for their ability to replicate what a algorithm proposes." Focused Uses for Machine Learning Vincke had earlier detailed the studio's practical strategy to this technology, grouping its use into three main functions: Handling Monotonous Jobs: This encompasses refining animations, voice editing, and Larian-specific work like adapting animations for different models. Accelerated Iteration: Using tools to rapidly prototype rough versions of gameplay ideas to validate concepts ahead of expensive development. Experimental Frontiers: Researching how machine learning could eventually enhance new forms of gameplay, especially in simulating unforeseen permutations in a vast role-playing world. He clearly stated that core creative areas — including music composition — are are in no way areas where the studio is cutting human input. On the contrary, Larian is actively hiring in these very positions. "We are neither releasing a game with machine-made assets, and we are certainly not considering cutting creatives to swap them out with artificial intelligence," Vincke summarized.