The Creators of Baldur's Gate 3 Explains Its Use of Generative AI for Next Project

The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, creating a wave of anticipation within the player base. However, subsequent remarks from the studio's lead designer have introduced a new dimension to the narrative, focusing on the studio's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a new message, Larian's director outlined that the developer is employing machine learning for certain supporting functions. These involve developing pitch decks, creating rough concept art, and drafting draft dialogue.

Crucially, Vincke emphasized that the final material in the game will be created exclusively by actual creatives. "We are creating everything ourselves," he stated.

Our studio is continuously expanding our team of storytellers and are actively assembling writing teams.

As concept art is being particularly referenced — we presently have 23 concept artists and have positions available for additional talent.

Everything we do is incremental and designed to enabling creatives to spend additional energy on the creative process.

Every machine learning application applied correctly is supplementary to a creative team workflow, never a stand-in for their talent.

Responding to Feedback and Defining the Path

The news of using AI initially sparked backlash among portions of the community. In response, Vincke provided additional elaboration on social media.

"Our team utilizes these tools to explore references, similar to we use Google and physical media," he explained. "In the conceptual planning process we use it as a rough outline for structure which we then swap out with hand-crafted concept art."

He added, "Our studio recruits creatives for their inherent skill, not for their ability to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had earlier detailed the studio's focused approach to machine learning, defining its use into primary pillars:

  • Automation of Tedious Tasks: This includes polishing mocap data, voice editing, and Larian-specific work like adjusting assets for various species.
  • Accelerated Iteration: Using tools to quickly build simple models of scenarios to experiment with concepts prior to expensive development.
  • Long-Term Aspirations: Investigating how machine learning could one day create innovative reactivity, especially in managing dynamic reactions in a vast role-playing world.

He specifically affirmed that key artistic areas — like visual art — are are in no way departments where the studio is reducing creative talent. In fact, Larian is actively hiring in these exact fields.

"We are neither releasing a game with machine-made assets, and we are certainly not looking at trimming down staff to swap them out with AI," Vincke summarized.

Debra Ross
Debra Ross

A seasoned IT consultant and digital strategist with over 15 years of experience in helping enterprises leverage technology for competitive advantage.

Popular Post