The Creators of Baldur's Gate 3 Clarifies Its Application of Machine Learning for Upcoming Divinity
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating significant anticipation within the industry. However, subsequent statements from the studio's co-founder have brought nuance to the conversation, focusing on the studio's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a recent message, the studio's founder explained that the company is using AI technology for certain ancillary purposes. These encompass enhancing presentation materials, producing rough concept art, and drafting placeholder copy.
Crucially, Vincke stressed that the final content in the game will be authored exclusively by real creatives. "Our team is developing every line manually," he affirmed.
Larian is constantly increasing our team of concept artists and are actively putting together dedicated writer rooms.
Given that visual development is being specifically referenced — we presently have twenty-three visual developers and have roles to fill for more creatives.
Each initiative we do is additive and designed to having people spend more time on actual creation.
Every machine learning application used well is a boost to a artist's process, not a substitute for their craft.
Addressing Concerns and Clarifying the Vision
The news of employing this technology at first generated unease among portions of the fanbase. In reply, Vincke issued further clarification on online platforms.
"Our team utilizes machine learning to gather inspiration, just like we use search engines and physical media," he stated. "During the initial planning process we use it as a simple sketch for structure which we then swap out with original artwork."
He noted, "We've hired creatives for their unique talent, not for their ability to follow what a AI generates."
Key Areas of AI Integration
Vincke had earlier broken down the studio's targeted method to machine learning, categorizing its use into primary areas:
- Automation of Tedious Tasks: This includes motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create simple models of gameplay ideas to experiment with concepts before full production.
- Experimental Frontiers: Researching how AI could in the future facilitate emergent gameplay, specifically in simulating dynamic reactions in a complex RPG.
He specifically stated that core creative domains — including music composition — are are in no way departments where the company is reducing human input. Conversely, Larian is expanding its staff in these very roles.
"Larian is neither releasing a game with machine-made assets, and we are certainly not looking at reducing staff to swap them out with AI," Vincke summarized.