The Creators of Baldur's Gate 3 Clarifies Its Application of AI Tools for Next Project
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, creating a wave of excitement within the industry. However, follow-up comments from the studio's co-founder have brought nuance to the discussion, touching on the studio's philosophy toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, Swen Vincke outlined that the company is employing machine learning for certain preliminary functions. These include developing PowerPoint slides, generating early-stage artistic references, and writing placeholder text.
Notably, Vincke made clear that the final material in the game will be created solely by real writers. "We are developing everything in-house," he affirmed.
Our studio is continuously increasing our roster of storytellers and are busily putting together narrative groups.
Since concept art is being explicitly referenced — we right now have 23 visual developers and have job openings for additional talent.
Each initiative we do is additive and designed to letting our team spend additional energy on the creative process.
Every machine learning application applied correctly is additive to a creative team workflow, never a stand-in for their skill.
Tempering Reactions with Clear Intent
The admission of using AI originally generated backlash among portions of the fanbase. In reply, Vincke offered additional clarification on public forums.
"Our team utilizes these tools to explore references, in the same way we use Google and art books," he wrote. "In the initial planning process we use it as a basic framework for layout which we then replace with authentic concept art."
He noted, "We've hired creatives for their creative vision, not for their capacity to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously broken down the company's practical approach to this technology, grouping its use into key pillars:
- Automation of Tedious Tasks: This includes motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species.
- Accelerated Iteration: Using systems to speedily create rough mock-ups of mechanics to experiment with concepts prior to expensive implementation.
- Long-Term Aspirations: Exploring how machine learning could in the future create innovative reactivity, specifically in managing dynamic reactions in a vast role-playing world.
He specifically stated that key artistic areas — like writing — are not areas where the company is replacing artistic involvement. In fact, Larian is expanding its staff in these exact fields.
"Larian is neither releasing a game with machine-made assets, nor planning on reducing creatives to swap them out with artificial intelligence," Vincke concluded.