🔗 Share this article The Creators of Baldur's Gate 3 Details Its Implementation of Machine Learning for Next Divinity Game The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating significant anticipation within the player base. However, follow-up remarks from the company's lead designer have added a new dimension to the discussion, touching on the team's stance toward machine learning. A Tool for Ideation, Not Replacement In a recent message, Swen Vincke outlined that the developer is using machine learning for certain supporting functions. These encompass fleshing out pitch decks, producing rough concept art, and creating placeholder text. Notably, Vincke emphasized that the shipping content in the game will be created entirely by human artists. "Larian is creating all the content ourselves," he affirmed. Larian is actively increasing our team of storytellers and are busily putting together writing teams. Given that this area is being specifically called out — we currently have twenty-three concept artists and have roles to fill for additional creatives. Everything we do is additive and focused on letting our team spend more time on the creative process. Any machine learning application implemented properly is a boost to a developer's workflow, never a stand-in for their talent. Responding to Feedback and Defining the Path The news of using AI originally sparked backlash among a segment of the fanbase. In response, Vincke issued further elaboration on public forums. "At Larian, we employ AI tools to explore references, just like we use search engines and reference books," he stated. "In the conceptual ideation stages we use it as a simple sketch for composition which we then swap out with original artwork." He noted, "We've hired creatives for their inherent skill, not for their ability to replicate what a machine suggests." Focused Uses for Machine Learning Vincke had previously broken down the company's targeted method to this technology, defining its use into primary areas: Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models. Accelerated Iteration: Using tools to quickly build rough versions of mechanics to test concepts prior to expensive development. Long-Term Aspirations: Investigating how machine learning could in the future enhance innovative reactivity, especially in simulating unforeseen permutations in a detailed game universe. He explicitly noted that core creative disciplines — such as writing — are are absolutely not areas where the company is cutting creative talent. Conversely, Larian is recruiting more in these precise positions. "We are neither launching a game with AI-generated content, nor considering cutting creatives to swap them out with AI," Vincke concluded.
The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating significant anticipation within the player base. However, follow-up remarks from the company's lead designer have added a new dimension to the discussion, touching on the team's stance toward machine learning. A Tool for Ideation, Not Replacement In a recent message, Swen Vincke outlined that the developer is using machine learning for certain supporting functions. These encompass fleshing out pitch decks, producing rough concept art, and creating placeholder text. Notably, Vincke emphasized that the shipping content in the game will be created entirely by human artists. "Larian is creating all the content ourselves," he affirmed. Larian is actively increasing our team of storytellers and are busily putting together writing teams. Given that this area is being specifically called out — we currently have twenty-three concept artists and have roles to fill for additional creatives. Everything we do is additive and focused on letting our team spend more time on the creative process. Any machine learning application implemented properly is a boost to a developer's workflow, never a stand-in for their talent. Responding to Feedback and Defining the Path The news of using AI originally sparked backlash among a segment of the fanbase. In response, Vincke issued further elaboration on public forums. "At Larian, we employ AI tools to explore references, just like we use search engines and reference books," he stated. "In the conceptual ideation stages we use it as a simple sketch for composition which we then swap out with original artwork." He noted, "We've hired creatives for their inherent skill, not for their ability to replicate what a machine suggests." Focused Uses for Machine Learning Vincke had previously broken down the company's targeted method to this technology, defining its use into primary areas: Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models. Accelerated Iteration: Using tools to quickly build rough versions of mechanics to test concepts prior to expensive development. Long-Term Aspirations: Investigating how machine learning could in the future enhance innovative reactivity, especially in simulating unforeseen permutations in a detailed game universe. He explicitly noted that core creative disciplines — such as writing — are are absolutely not areas where the company is cutting creative talent. Conversely, Larian is recruiting more in these precise positions. "We are neither launching a game with AI-generated content, nor considering cutting creatives to swap them out with AI," Vincke concluded.