The Creators of Baldur's Gate 3 Clarifies Its Implementation of Machine Learning for Next Project
The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, generating a wave of excitement within the industry. However, follow-up remarks from the studio's figurehead have introduced nuance to the discussion, focusing on the studio's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a recent clarification, the studio's founder explained that the company is utilizing AI technology for specific ancillary functions. These include enhancing presentation materials, generating rough visual ideas, and drafting placeholder dialogue.
Importantly, Vincke stressed that the shipping material in the game will be authored solely by human creatives. "We are developing everything manually," he affirmed.
Our studio is continuously increasing our team of storytellers and are currently assembling dedicated writer rooms.
Since visual development is being explicitly referenced — we presently have 23 concept artists and have roles to fill for more artists.
Each initiative we do is incremental and focused on letting our team spend greater focus on the creative process.
Any ML tool used well is a boost to a developer's workflow, not a replacement for their talent.
Responding to Feedback and Defining the Path
The revelation of using AI at first generated concern among portions of the fanbase. In reply, Vincke issued further clarification on online platforms.
"Our team utilizes these tools to research ideas, in the same way we use the internet and physical media," he stated. "During the initial planning process we use it as a rough outline for composition which we then substitute with authentic illustrations."
He continued, "Larian brings on creatives for their creative vision, not for their ability to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had in the past outlined the studio's targeted strategy to this technology, defining its use into primary areas:
- Automation of Tedious Tasks: This encompasses polishing mocap data, audio processing, and technical processes like retargeting animations.
- Fast-Tracked Experimentation: Using systems to speedily create rough versions of gameplay ideas to experiment with concepts prior to full implementation.
- Experimental Frontiers: Exploring how AI could one day enhance emergent player agency, specifically in creating dynamic reactions in a detailed game universe.
He clearly stated that key artistic areas — like visual art — are not fields where the company is cutting artistic talent. In fact, Larian is recruiting more in these very roles.
"We are not shipping a game with machine-made assets, nor considering trimming down creatives to substitute them with AI," Vincke concluded.