🔗 Share this article The Creators of Baldur's Gate 3 Explains Its Use of AI Tools for New Divinity Game The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, sparking immense anticipation within the industry. However, follow-up remarks from the studio's figurehead have introduced clarity to the conversation, touching on the team's philosophy toward generative artificial intelligence. Augmenting Workflows, Not Cutting Jobs In a latest statement, Swen Vincke explained that the company is utilizing AI technology for specific preliminary functions. These involve developing presentation materials, producing initial artistic references, and writing temporary copy. Importantly, Vincke emphasized that the end material in the game will be authored entirely by human writers. "Our team is creating every line in-house," he affirmed. Larian is continuously expanding our team of concept artists and are busily forming dedicated writer rooms. Given that this area is being explicitly mentioned — we presently have over twenty concept artists and have job openings for additional creatives. Each initiative we do is supplementary and aimed at enabling creatives to spend greater focus on making content. Every AI system used well is additive to a developer's workflow, not a substitute for their talent. Tempering Reactions with Clear Intent The revelation of AI usage originally generated unease among some the community. In response, Vincke offered more elaboration on social media. "We use machine learning to explore references, in the same way we use Google and physical media," he explained. "In the initial ideation stages we use it as a rough outline for composition which we then replace with hand-crafted artwork." He continued, "We've hired creatives for their inherent skill, not for their willingness to execute what a AI generates." Focused Uses for Machine Learning Vincke had earlier broken down the company's targeted method to AI and ML, grouping its use into key areas: Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like retargeting animations. Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic mock-ups of gameplay ideas to validate concepts before full development. Experimental Frontiers: Investigating how AI could in the future facilitate innovative gameplay, particularly in simulating dynamic reactions in a detailed game universe. He explicitly stated that central narrative domains — including writing — are are absolutely not areas where the team is replacing human involvement. On the contrary, Larian is expanding its staff in these precise fields. "We are neither shipping a game with any AI components, nor looking at cutting creatives to replace them with artificial intelligence," Vincke concluded.
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, sparking immense anticipation within the industry. However, follow-up remarks from the studio's figurehead have introduced clarity to the conversation, touching on the team's philosophy toward generative artificial intelligence. Augmenting Workflows, Not Cutting Jobs In a latest statement, Swen Vincke explained that the company is utilizing AI technology for specific preliminary functions. These involve developing presentation materials, producing initial artistic references, and writing temporary copy. Importantly, Vincke emphasized that the end material in the game will be authored entirely by human writers. "Our team is creating every line in-house," he affirmed. Larian is continuously expanding our team of concept artists and are busily forming dedicated writer rooms. Given that this area is being explicitly mentioned — we presently have over twenty concept artists and have job openings for additional creatives. Each initiative we do is supplementary and aimed at enabling creatives to spend greater focus on making content. Every AI system used well is additive to a developer's workflow, not a substitute for their talent. Tempering Reactions with Clear Intent The revelation of AI usage originally generated unease among some the community. In response, Vincke offered more elaboration on social media. "We use machine learning to explore references, in the same way we use Google and physical media," he explained. "In the initial ideation stages we use it as a rough outline for composition which we then replace with hand-crafted artwork." He continued, "We've hired creatives for their inherent skill, not for their willingness to execute what a AI generates." Focused Uses for Machine Learning Vincke had earlier broken down the company's targeted method to AI and ML, grouping its use into key areas: Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like retargeting animations. Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic mock-ups of gameplay ideas to validate concepts before full development. Experimental Frontiers: Investigating how AI could in the future facilitate innovative gameplay, particularly in simulating dynamic reactions in a detailed game universe. He explicitly stated that central narrative domains — including writing — are are absolutely not areas where the team is replacing human involvement. On the contrary, Larian is expanding its staff in these precise fields. "We are neither shipping a game with any AI components, nor looking at cutting creatives to replace them with artificial intelligence," Vincke concluded.