The Creators of Baldur's Gate 3 Details Its Use of Generative AI for Next Project
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, generating significant excitement within the player base. However, recent remarks from the studio's lead designer have brought a new dimension to the discussion, focusing on the developer's approach toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest message, Swen Vincke detailed that the company is using machine learning for certain preliminary tasks. These encompass fleshing out presentation materials, generating early-stage visual ideas, and creating temporary text.
Notably, Vincke stressed that the shipping material in the game will be authored exclusively by real artists. "Our team is writing every line manually," he said.
Our studio is actively growing our team of storytellers and are actively assembling narrative groups.
As concept art is being particularly mentioned — we right now have twenty-three artistic staff and have roles to fill for further creatives.
Each initiative we do is incremental and designed to letting our team spend greater focus on making content.
Every ML tool used well is supplementary to a artist's routine, not a substitute for their talent.
Tempering Reactions with Clear Intent
The news of using AI at first generated concern among some the player base. In reply, Vincke issued further elaboration on social media.
"Our team utilizes machine learning to research ideas, just like we use Google and physical media," he stated. "In the conceptual planning process we use it as a simple sketch for structure which we then replace with original artwork."
He added, "Larian brings on creatives for their inherent skill, not for their ability to follow what a machine suggests."
Three Pillars of Practical Application
Vincke had previously detailed the studio's practical approach to machine learning, categorizing its use into three main functions:
- Handling Monotonous Jobs: This includes motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
- Accelerated Iteration: Using tools to speedily create rough models of mechanics to experiment with concepts before full implementation.
- Long-Term Aspirations: Researching how machine learning could in the future facilitate emergent player agency, particularly in managing player-driven narratives in a complex RPG.
He specifically affirmed that key artistic domains — including visual art — are not departments where the team is replacing creative input. On the contrary, Larian is actively hiring in these exact positions.
"We are neither launching a game with machine-made assets, and we are certainly not looking at trimming down staff to substitute them with AI," Vincke stated definitively.