The Creators of Baldur's Gate 3 Explains Its Application of AI Tools for Upcoming Divinity

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, creating significant anticipation within the gaming community. However, recent comments from the company's co-founder have added nuance to the conversation, addressing the studio's stance toward machine learning.

A Tool for Ideation, Not Replacement

In a recent statement, Larian's director explained that the developer is employing machine learning for particular preliminary functions. These encompass fleshing out PowerPoint slides, creating initial artistic references, and drafting placeholder dialogue.

Importantly, Vincke stressed that the final assets in the game will be authored solely by actual artists. "Our team is writing every line in-house," he said.

Our studio is actively growing our pool of storytellers and are actively putting together dedicated writer rooms.

Since concept art is being explicitly mentioned — we currently have 23 visual developers and have roles to fill for further artists.

Everything we do is supplementary and focused on having people spend more time on the creative process.

Every ML tool implemented properly is additive to a developer's routine, not a replacement for their talent.

Tempering Reactions with Clear Intent

The admission of employing this technology initially provoked concern among a segment of the fanbase. In reaction, Vincke issued more clarification on public forums.

"At Larian, we employ AI tools to gather inspiration, similar to we use Google and art books," he explained. "In the very early brainstorming phase we use it as a basic framework for composition which we then swap out with hand-crafted illustrations."

He continued, "Our studio recruits artists for their creative vision, not for their capacity to replicate what a algorithm proposes."

Key Areas of AI Integration

Vincke had earlier detailed the studio's focused method to AI and ML, defining its use into key areas:

  • Automation of Tedious Tasks: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype rough models of scenarios to experiment with concepts before expensive implementation.
  • Long-Term Aspirations: Exploring how machine learning could eventually facilitate innovative reactivity, especially in simulating unforeseen permutations in a detailed game universe.

He explicitly stated that central narrative disciplines — such as visual art — are are absolutely not departments where the studio is reducing artistic talent. In fact, Larian is recruiting more in these exact fields.

"Our studio is neither releasing a game with AI-generated content, nor considering reducing creatives to substitute them with artificial intelligence," Vincke stated definitively.

Amy Wilson
Amy Wilson

A seasoned gaming analyst with over a decade of experience in online casino reviews and strategy development.