The Creators of Baldur's Gate 3 Explains Its Implementation of AI Tools for New Divinity Game
The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, creating immense anticipation within the player base. However, subsequent comments from the studio's lead designer have introduced a new dimension to the narrative, addressing the studio's stance toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new message, the studio's founder explained that the developer is using AI technology for certain preliminary purposes. These involve fleshing out presentation materials, generating initial artistic references, and drafting placeholder copy.
Importantly, Vincke emphasized that the end material in the game will be created solely by actual writers. "We are developing every line ourselves," he said.
Our studio is constantly increasing our pool of storytellers and are currently assembling dedicated writer rooms.
Given that concept art is being specifically referenced — we presently have 23 concept artists and have job openings for additional talent.
All our efforts we do is supplementary and focused on enabling creatives to spend more time on making content.
Any AI system implemented properly is supplementary to a artist's workflow, not a substitute for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of using AI at first provoked unease among some the community. In response, Vincke offered more detail on social media.
"Our team utilizes machine learning to explore references, just like we use the internet and physical media," he explained. "In the initial brainstorming phase we use it as a basic framework for composition which we then substitute with authentic illustrations."
He continued, "We've hired talent for their creative vision, not for their capacity to execute what a algorithm proposes."
Key Areas of AI Integration
Vincke had earlier detailed the company's targeted approach to this technology, categorizing its use into primary areas:
- Handling Monotonous Jobs: Areas like polishing mocap data, voice editing, and pipeline-specific tasks like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create rough models of mechanics to test concepts before expensive production.
- Long-Term Aspirations: Researching how AI could eventually create innovative reactivity, particularly in managing unforeseen permutations in a complex RPG.
He specifically noted that core creative areas — such as music composition — are are absolutely not areas where the team is reducing artistic talent. Conversely, Larian is recruiting more in these precise positions.
"Our studio is neither releasing a game with any AI components, and we are certainly not planning on cutting creatives to substitute them with AI," Vincke summarized.