🔗 Share this article The Creators of Baldur's Gate 3 Explains Its Implementation of AI Tools for Next Divinity The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, generating immense hype within the industry. However, follow-up statements from the studio's figurehead have introduced nuance to the conversation, touching on the developer's stance toward AI tools. AI as a Creative Assistant, Not a Substitute In a new statement, Larian's director detailed that the team is using machine learning for specific preliminary functions. These include enhancing PowerPoint slides, producing early-stage artistic references, and creating placeholder dialogue. Notably, Vincke made clear that the end content in the game will be created entirely by real creatives. "Our team is writing every line manually," he said. Our studio is constantly expanding our pool of storytellers and are busily putting together dedicated writer rooms. As this area is being specifically called out — we currently have over twenty concept artists and have job openings for additional artists. All our efforts we do is supplementary and aimed at enabling creatives to spend more time on making content. Any machine learning application applied correctly is supplementary to a creative team process, never a stand-in for their talent. Addressing Concerns and Clarifying the Vision The news of AI usage originally provoked backlash among portions of the player base. In response, Vincke provided further elaboration on public forums. "Our team utilizes machine learning to research ideas, in the same way we use Google and reference books," he stated. "In the very early brainstorming phase we use it as a basic framework for structure which we then substitute with hand-crafted artwork." He added, "Larian brings on artists for their inherent skill, not for their willingness to follow what a machine suggests." Focused Uses for Machine Learning Vincke had earlier outlined the studio's practical strategy to this technology, defining its use into three main pillars: Automation of Tedious Tasks: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like retargeting animations. Fast-Tracked Experimentation: Using technology to rapidly prototype simple models of scenarios to validate concepts ahead of expensive production. Future Potential for Gameplay: Researching how AI could one day enhance emergent reactivity, especially in managing unforeseen permutations in a vast role-playing world. He explicitly stated that key artistic domains — including visual art — are not departments where the team is replacing creative input. In fact, Larian is actively hiring in these exact fields. "Larian is neither launching a game with machine-made assets, nor planning on cutting staff to substitute them with artificial intelligence," Vincke concluded.
The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, generating immense hype within the industry. However, follow-up statements from the studio's figurehead have introduced nuance to the conversation, touching on the developer's stance toward AI tools. AI as a Creative Assistant, Not a Substitute In a new statement, Larian's director detailed that the team is using machine learning for specific preliminary functions. These include enhancing PowerPoint slides, producing early-stage artistic references, and creating placeholder dialogue. Notably, Vincke made clear that the end content in the game will be created entirely by real creatives. "Our team is writing every line manually," he said. Our studio is constantly expanding our pool of storytellers and are busily putting together dedicated writer rooms. As this area is being specifically called out — we currently have over twenty concept artists and have job openings for additional artists. All our efforts we do is supplementary and aimed at enabling creatives to spend more time on making content. Any machine learning application applied correctly is supplementary to a creative team process, never a stand-in for their talent. Addressing Concerns and Clarifying the Vision The news of AI usage originally provoked backlash among portions of the player base. In response, Vincke provided further elaboration on public forums. "Our team utilizes machine learning to research ideas, in the same way we use Google and reference books," he stated. "In the very early brainstorming phase we use it as a basic framework for structure which we then substitute with hand-crafted artwork." He added, "Larian brings on artists for their inherent skill, not for their willingness to follow what a machine suggests." Focused Uses for Machine Learning Vincke had earlier outlined the studio's practical strategy to this technology, defining its use into three main pillars: Automation of Tedious Tasks: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like retargeting animations. Fast-Tracked Experimentation: Using technology to rapidly prototype simple models of scenarios to validate concepts ahead of expensive production. Future Potential for Gameplay: Researching how AI could one day enhance emergent reactivity, especially in managing unforeseen permutations in a vast role-playing world. He explicitly stated that key artistic domains — including visual art — are not departments where the team is replacing creative input. In fact, Larian is actively hiring in these exact fields. "Larian is neither launching a game with machine-made assets, nor planning on cutting staff to substitute them with artificial intelligence," Vincke concluded.