The Creators of Baldur's Gate 3 Explains Its Use of AI Tools for Upcoming Project
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, generating a wave of hype within the gaming community. However, follow-up comments from the company's co-founder have introduced nuance to the narrative, touching on the developer's philosophy toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a latest statement, Larian's director detailed that the team is using machine learning for certain supporting functions. These include fleshing out PowerPoint slides, creating initial artistic references, and writing temporary text.
Importantly, Vincke stressed that the shipping content in the game will be created solely by actual creatives. "Our team is creating every line manually," he stated.
Larian is actively expanding our pool of concept artists and are currently forming dedicated writer rooms.
As visual development is being particularly mentioned — we right now have over twenty concept artists and have roles to fill for more creatives.
Everything we do is additive and aimed at having people spend additional energy on making content.
Every machine learning application used well is a boost to a creative team workflow, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The news of AI usage initially generated unease among a segment of the fanbase. In reply, Vincke provided additional detail on social media.
"We use machine learning to explore references, in the same way we use Google and physical media," he explained. "During the conceptual ideation stages we use it as a basic framework for composition which we then substitute with hand-crafted illustrations."
He added, "We've hired artists for their inherent skill, not for their willingness to follow what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past outlined the studio's focused approach to machine learning, categorizing its use into key pillars:
- Automation of Tedious Tasks: This includes polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create rough mock-ups of gameplay ideas to test concepts ahead of full production.
- Future Potential for Gameplay: Exploring how AI could eventually enhance innovative reactivity, especially in creating unforeseen permutations in a detailed game universe.
He clearly affirmed that key artistic disciplines — such as music composition — are are in no way fields where the studio is cutting human involvement. On the contrary, Larian is actively hiring in these exact fields.
"Our studio is not releasing a game with any AI components, and we are certainly not considering trimming down staff to substitute them with AI," Vincke summarized.