The Creators of Baldur's Gate 3 Clarifies Its Use of Machine Learning for Upcoming Divinity
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, creating significant hype within the industry. However, recent statements from the studio's co-founder have introduced a new dimension to the conversation, addressing the studio's stance toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new message, Swen Vincke explained that the company is utilizing machine learning for specific supporting functions. These encompass fleshing out PowerPoint slides, creating rough visual ideas, and creating draft copy.
Crucially, Vincke emphasized that the final material in the game will be crafted entirely by human writers. "Our team is developing all the content ourselves," he affirmed.
Larian is constantly expanding our team of writers and are busily assembling dedicated writer rooms.
As concept art is being explicitly mentioned — we presently have twenty-three visual developers and have positions available for additional creatives.
Everything we do is additive and focused on letting our team spend additional energy on actual creation.
Any machine learning application applied correctly is additive to a developer's workflow, not a substitute for their talent.
Responding to Feedback and Defining the Path
The news of employing this technology originally provoked backlash among portions of the player base. In reaction, Vincke provided more clarification on public forums.
"At Larian, we employ AI tools to research ideas, in the same way we use search engines and art books," he stated. "In the initial brainstorming phase we use it as a simple sketch for composition which we then substitute with original artwork."
He continued, "Larian brings on creatives for their creative vision, not for their ability to follow what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had in the past detailed the team's practical approach to this technology, grouping its use into three main pillars:
- Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using systems to speedily create simple mock-ups of gameplay ideas to experiment with concepts prior to full production.
- Experimental Frontiers: Exploring how AI could in the future create emergent gameplay, specifically in simulating dynamic reactions in a vast role-playing world.
He explicitly noted that key artistic domains — including music composition — are are in no way areas where the team is cutting artistic input. Conversely, Larian is actively hiring in these precise fields.
"We are neither shipping a game with machine-made assets, nor looking at trimming down creatives to substitute them with AI," Vincke concluded.