🔗 Share this article The Creators of Baldur's Gate 3 Explains Its Application of Generative AI for Upcoming Divinity The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating significant anticipation within the gaming community. However, follow-up remarks from the studio's co-founder have introduced clarity to the discussion, touching on the studio's approach toward AI tools. Augmenting Workflows, Not Cutting Jobs In a recent clarification, Larian's director detailed that the team is employing machine learning for particular supporting tasks. These encompass enhancing presentation materials, creating rough visual ideas, and creating placeholder copy. Importantly, Vincke emphasized that the end material in the game will be authored entirely by human artists. "Larian is writing every line manually," he affirmed. Our studio is actively growing our roster of writers and are currently forming narrative groups. Given that concept art is being explicitly mentioned — we currently have over twenty concept artists and have positions available for additional talent. Each initiative we do is supplementary and aimed at enabling creatives to spend additional energy on the creative process. Any AI system applied correctly is a boost to a developer's routine, never a stand-in for their craft. Tempering Reactions with Clear Intent The admission of employing this technology at first sparked concern among portions of the fanbase. In response, Vincke issued further detail on social media. "We use these tools to explore references, just like we use Google and reference books," he stated. "During the initial ideation stages we use it as a basic framework for composition which we then replace with original artwork." He added, "We've hired talent for their inherent skill, not for their capacity to execute what a algorithm proposes." Key Areas of AI Integration Vincke had previously detailed the company's practical method to AI and ML, categorizing its use into three main areas: Handling Monotonous Jobs: Areas like polishing mocap data, audio processing, and technical processes like retargeting animations. Fast-Tracked Experimentation: Using technology to rapidly prototype simple versions of scenarios to test concepts ahead of full implementation. Experimental Frontiers: Researching how AI could eventually enhance new forms of player agency, specifically in managing player-driven narratives in a complex RPG. He explicitly stated that core creative areas — including writing — are not departments where the studio is reducing creative input. In fact, Larian is recruiting more in these exact positions. "We are neither shipping a game with AI-generated content, and we are certainly not looking at cutting creatives to swap them out with artificial intelligence," Vincke summarized.
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating significant anticipation within the gaming community. However, follow-up remarks from the studio's co-founder have introduced clarity to the discussion, touching on the studio's approach toward AI tools. Augmenting Workflows, Not Cutting Jobs In a recent clarification, Larian's director detailed that the team is employing machine learning for particular supporting tasks. These encompass enhancing presentation materials, creating rough visual ideas, and creating placeholder copy. Importantly, Vincke emphasized that the end material in the game will be authored entirely by human artists. "Larian is writing every line manually," he affirmed. Our studio is actively growing our roster of writers and are currently forming narrative groups. Given that concept art is being explicitly mentioned — we currently have over twenty concept artists and have positions available for additional talent. Each initiative we do is supplementary and aimed at enabling creatives to spend additional energy on the creative process. Any AI system applied correctly is a boost to a developer's routine, never a stand-in for their craft. Tempering Reactions with Clear Intent The admission of employing this technology at first sparked concern among portions of the fanbase. In response, Vincke issued further detail on social media. "We use these tools to explore references, just like we use Google and reference books," he stated. "During the initial ideation stages we use it as a basic framework for composition which we then replace with original artwork." He added, "We've hired talent for their inherent skill, not for their capacity to execute what a algorithm proposes." Key Areas of AI Integration Vincke had previously detailed the company's practical method to AI and ML, categorizing its use into three main areas: Handling Monotonous Jobs: Areas like polishing mocap data, audio processing, and technical processes like retargeting animations. Fast-Tracked Experimentation: Using technology to rapidly prototype simple versions of scenarios to test concepts ahead of full implementation. Experimental Frontiers: Researching how AI could eventually enhance new forms of player agency, specifically in managing player-driven narratives in a complex RPG. He explicitly stated that core creative areas — including writing — are not departments where the studio is reducing creative input. In fact, Larian is recruiting more in these exact positions. "We are neither shipping a game with AI-generated content, and we are certainly not looking at cutting creatives to swap them out with artificial intelligence," Vincke summarized.