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

The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating significant excitement within the player base. However, follow-up statements from the company's lead designer have brought clarity to the narrative, addressing the studio's philosophy toward AI tools.

A Tool for Ideation, Not Replacement

In a new message, the studio's founder outlined that the company is employing generative AI for certain ancillary functions. These encompass developing pitch decks, creating rough concept art, and creating draft text.

Crucially, Vincke stressed that the end material in the game will be crafted entirely by real writers. "Larian is creating every line ourselves," he stated.

Our studio is continuously growing our roster of writers and are busily forming writing teams.

Given that this area is being explicitly called out — we currently have twenty-three visual developers and have job openings for more creatives.

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

Any machine learning application implemented properly is supplementary to a creative team process, not a substitute for their craft.

Responding to Feedback and Defining the Path

The admission of employing this technology originally generated unease among a segment of the player base. In reply, Vincke issued more detail on public forums.

"At Larian, we employ machine learning to gather inspiration, in the same way we use Google and art books," he explained. "During the very early ideation stages we use it as a basic framework for layout which we then swap out with authentic illustrations."

He noted, "Our studio recruits creatives for their creative vision, not for their capacity to follow what a AI generates."

Key Areas of AI Integration

Vincke had previously outlined the team's focused method to machine learning, categorizing its use into three main pillars:

  • Automation of Tedious Tasks: Areas like polishing mocap data, voice editing, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using technology to speedily create rough versions of gameplay ideas to experiment with concepts ahead of complete production.
  • Long-Term Aspirations: Researching how machine learning could one day create emergent reactivity, especially in simulating unforeseen permutations in a complex RPG.

He specifically stated that central narrative disciplines — like writing — are are in no way departments where the company is cutting human talent. In fact, Larian is recruiting more in these very fields.

"Our studio is neither shipping a game with machine-made assets, and we are certainly not planning on cutting staff to replace them with AI," Vincke stated definitively.

Stephen Parsons
Stephen Parsons

A gaming enthusiast and strategy analyst with over a decade of experience in online casinos, specializing in slot mechanics and player optimization.