The Creators of Baldur's Gate 3 Explains Its Implementation of Generative AI for New Divinity Game
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, sparking significant anticipation within the gaming community. However, follow-up comments from the studio's lead designer have introduced nuance to the narrative, focusing on the team's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a recent clarification, Swen Vincke explained that the team is using AI technology for particular ancillary tasks. These include developing PowerPoint slides, generating early-stage visual ideas, and creating draft text.
Crucially, Vincke emphasized that the shipping material in the game will be authored entirely by human creatives. "We are creating every line ourselves," he affirmed.
Our studio is actively growing our team of writers and are currently assembling dedicated writer rooms.
Given that concept art is being particularly mentioned — we right now have twenty-three artistic staff and have positions available for more artists.
Each initiative we do is additive and focused on letting our team spend additional energy on making content.
Every ML tool used well is additive to a creative team routine, not a replacement for their skill.
Responding to Feedback and Defining the Path
The revelation of using AI at first sparked concern among portions of the player base. In response, Vincke provided further elaboration on public forums.
"At Larian, we employ AI tools to research ideas, just like we use search engines and physical media," he wrote. "During the conceptual planning process we use it as a simple sketch for structure which we then substitute with original artwork."
He noted, "Our studio recruits talent for their creative vision, not for their ability to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had previously broken down the company's focused approach to this technology, categorizing its use into primary pillars:
- Automation of Tedious Tasks: Areas like refining animations, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to rapidly prototype basic versions of gameplay ideas to test concepts ahead of full development.
- Long-Term Aspirations: Researching how AI could eventually facilitate innovative player agency, especially in managing dynamic reactions in a detailed game universe.
He specifically noted that central narrative areas — such as writing — are are absolutely not areas where the company is reducing artistic input. On the contrary, Larian is recruiting more in these exact fields.
"Larian is not launching a game with any AI components, nor planning on cutting teams to replace them with artificial intelligence," Vincke stated definitively.