The Creators of Baldur's Gate 3 Explains Its Implementation of Machine Learning for Next Divinity
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, sparking a wave of excitement within the industry. However, subsequent statements from the studio's lead designer have brought nuance to the conversation, addressing the team's stance toward AI tools.
A Tool for Ideation, Not Replacement
In a latest message, the studio's founder explained that the company is employing machine learning for particular ancillary purposes. These involve enhancing pitch decks, creating rough visual ideas, and creating placeholder copy.
Importantly, Vincke made clear that the final material in the game will be crafted entirely by real creatives. "Our team is writing all the content ourselves," he stated.
Larian is constantly expanding our team of storytellers and are actively forming dedicated writer rooms.
As concept art is being specifically mentioned — we presently have over twenty visual developers and have positions available for further creatives.
All our efforts we do is incremental and aimed at enabling creatives to spend greater focus on actual creation.
Every ML tool implemented properly is a boost to a developer's workflow, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology initially sparked unease among some the community. In reply, Vincke issued more detail on online platforms.
"We use AI tools to gather inspiration, just like we use the internet and physical media," he stated. "In the very early ideation stages we use it as a rough outline for structure which we then substitute with original concept art."
He added, "We've hired talent for their creative vision, not for their willingness to execute what a AI generates."
Key Areas of AI Integration
Vincke had earlier broken down the team's focused method to this technology, grouping its use into key areas:
- Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Accelerated Iteration: Using tools to rapidly prototype rough models of mechanics to test concepts prior to complete implementation.
- Experimental Frontiers: Exploring how AI could in the future create new forms of reactivity, specifically in simulating dynamic reactions in a vast role-playing world.
He clearly affirmed that key artistic disciplines — such as visual art — are are in no way fields where the studio is replacing creative involvement. Conversely, Larian is recruiting more in these very fields.
"We are neither launching a game with any AI components, and we are certainly not planning on cutting creatives to swap them out with artificial intelligence," Vincke summarized.