The Creators of Baldur's Gate 3 Clarifies Its Application of AI Tools for New Project
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, generating immense hype within the player base. However, follow-up remarks from the company's lead designer have brought a new dimension to the conversation, touching on the team's stance toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a latest message, the studio's founder detailed that the company is utilizing generative AI for certain ancillary tasks. These include developing PowerPoint slides, producing rough concept art, and drafting placeholder text.
Crucially, Vincke made clear that the end content in the game will be authored entirely by human artists. "Larian is developing every line manually," he stated.
Larian is actively increasing our pool of storytellers and are busily assembling dedicated writer rooms.
As visual development is being specifically referenced — we presently have twenty-three concept artists and have job openings for further talent.
Each initiative we do is incremental and focused on enabling creatives to spend greater focus on making content.
Every AI system implemented properly is a boost to a creative team process, not a replacement for their craft.
Responding to Feedback and Defining the Path
The revelation of using AI originally provoked backlash among a segment of the community. In reply, Vincke offered additional clarification on online platforms.
"Our team utilizes machine learning to gather inspiration, similar to we use search engines and physical media," he wrote. "In the initial planning process we use it as a simple sketch for structure which we then swap out with authentic illustrations."
He continued, "Our studio recruits talent for their unique talent, not for their ability to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier broken down the studio's practical method to machine learning, categorizing its use into three main pillars:
- Streamlining Repetitive Work: This encompasses refining animations, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple mock-ups of gameplay ideas to validate concepts prior to complete implementation.
- Experimental Frontiers: Investigating how machine learning could in the future enhance emergent player agency, especially in managing player-driven narratives in a detailed game universe.
He specifically affirmed that core creative areas — such as music composition — are not departments where the team is reducing human involvement. In fact, Larian is recruiting more in these exact positions.
"We are neither shipping a game with machine-made assets, nor looking at reducing staff to substitute them with AI," Vincke concluded.