The Creators of Baldur's Gate 3 Explains Its Application of Machine Learning for New Divinity Game
The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, creating a wave of excitement within the gaming community. However, follow-up remarks from the company's lead designer have added nuance to the discussion, touching on the team's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a new clarification, Swen Vincke explained that the team is employing AI technology for certain ancillary functions. These involve developing pitch decks, creating early-stage concept art, and writing draft copy.
Importantly, Vincke made clear that the end content in the game will be crafted exclusively by human writers. "Our team is writing everything in-house," he affirmed.
Larian is continuously expanding our team of storytellers and are actively forming narrative groups.
Since visual development is being specifically mentioned — we presently have 23 concept artists and have positions available for more creatives.
Everything we do is supplementary and focused on enabling creatives to spend more time on the creative process.
Any machine learning application implemented properly is a boost to a creative team process, not a substitute for their talent.
Tempering Reactions with Clear Intent
The news of employing this technology initially provoked backlash among portions of the fanbase. In response, Vincke offered further clarification on online platforms.
"Our team utilizes AI tools to explore references, in the same way we use Google and art books," he stated. "During the conceptual brainstorming phase we use it as a simple sketch for layout which we then substitute with authentic illustrations."
He noted, "Larian brings on artists for their inherent skill, not for their willingness to execute what a machine suggests."
Key Areas of AI Integration
Vincke had earlier outlined the team's targeted strategy to this technology, grouping its use into three main pillars:
- Automation of Tedious Tasks: Areas like motion capture cleaning, audio processing, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to quickly build basic models of mechanics to experiment with concepts prior to expensive production.
- Experimental Frontiers: Exploring how machine learning could eventually create emergent gameplay, specifically in creating dynamic reactions in a complex RPG.
He specifically noted that key artistic domains — such as music composition — are not departments where the studio is replacing human involvement. In fact, Larian is recruiting more in these exact roles.
"Larian is not launching a game with machine-made assets, and we are certainly not considering cutting teams to replace them with artificial intelligence," Vincke stated definitively.