The Creators of Baldur's Gate 3 Clarifies Its Use of Machine Learning for Upcoming Divinity

The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, sparking a wave of hype within the player base. However, follow-up statements from the company's lead designer have added clarity to the discussion, touching on the developer's philosophy toward AI tools.

A Tool for Ideation, Not Replacement

In a latest clarification, Swen Vincke detailed that the company is using generative AI for certain preliminary tasks. These include fleshing out pitch decks, producing early-stage artistic references, and drafting temporary dialogue.

Crucially, Vincke emphasized that the end content in the game will be authored entirely by human creatives. "Larian is writing everything in-house," he stated.

Larian is constantly increasing our pool of writers and are currently putting together dedicated writer rooms.

Since visual development is being explicitly mentioned — we right now have 23 concept artists and have job openings for additional artists.

Each initiative we do is supplementary and focused on having people spend more time on actual creation.

Every AI system applied correctly is a boost to a artist's routine, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The admission of employing this technology at first sparked concern among a segment of the fanbase. In reaction, Vincke issued further detail on online platforms.

"Our team utilizes these tools to gather inspiration, just like we use Google and physical media," he wrote. "In the very early planning process we use it as a rough outline for layout which we then replace with authentic artwork."

He noted, "Larian brings on creatives for their creative vision, not for their ability to replicate what a AI generates."

Three Pillars of Practical Application

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

  • Handling Monotonous Jobs: Areas like motion capture cleaning, audio processing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using tools to speedily create simple versions of gameplay ideas to experiment with concepts ahead of expensive development.
  • Future Potential for Gameplay: Investigating how AI could one day enhance emergent player agency, especially in managing player-driven narratives in a detailed game universe.

He explicitly stated that core creative domains — including visual art — are are absolutely not areas where the studio is cutting creative involvement. On the contrary, Larian is recruiting more in these very fields.

"We are not releasing a game with machine-made assets, and we are certainly not planning on cutting staff to substitute them with AI," Vincke stated definitively.

Lori Dickson
Lori Dickson

Aerospace engineer and space enthusiast with over a decade of experience in satellite systems and orbital mechanics.