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

The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating immense anticipation within the industry. However, follow-up statements from the company's lead designer have brought nuance to the discussion, focusing on the developer's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent clarification, Larian's director explained that the team is utilizing generative AI for particular preliminary tasks. These include enhancing pitch decks, producing early-stage concept art, and drafting temporary dialogue.

Notably, Vincke stressed that the final assets in the game will be crafted solely by actual artists. "We are writing everything ourselves," he affirmed.

Our studio is actively increasing our team of writers and are currently assembling narrative groups.

Since concept art is being explicitly mentioned — we right now have 23 artistic staff and have roles to fill for more creatives.

Each initiative we do is supplementary and focused on having people spend additional energy on making content.

Any ML tool implemented properly is supplementary to a developer's routine, not a replacement for their craft.

Tempering Reactions with Clear Intent

The revelation of employing this technology originally sparked unease among portions of the player base. In reply, Vincke offered more detail on social media.

"At Larian, we employ AI tools to explore references, just like we use Google and art books," he explained. "In the very early brainstorming phase we use it as a rough outline for layout which we then substitute with original illustrations."

He continued, "Larian brings on artists for their inherent skill, not for their willingness to replicate what a AI generates."

Three Pillars of Practical Application

Vincke had earlier broken down the company's focused approach to AI and ML, grouping its use into three main functions:

  • Automation of Tedious Tasks: This encompasses polishing mocap data, audio processing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to quickly build basic versions of mechanics to test concepts before complete implementation.
  • Long-Term Aspirations: Investigating how AI could eventually enhance innovative reactivity, particularly in managing player-driven narratives in a detailed game universe.

He clearly affirmed that central narrative disciplines — including writing — are not fields where the studio is cutting creative input. In fact, Larian is expanding its staff in these exact fields.

"Our studio is not shipping a game with AI-generated content, and we are certainly not considering trimming down teams to swap them out with artificial intelligence," Vincke summarized.

Johnny Olson
Johnny Olson

A senior software architect with over 15 years of experience in cloud computing and agile methodologies, passionate about mentoring developers.