The Creators of Baldur's Gate 3 Clarifies Its Implementation of AI Tools for Next Divinity Game

The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, generating immense hype within the player base. However, recent comments from the studio's lead designer have introduced nuance to the conversation, addressing the studio's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a recent message, Larian's director detailed that the team is employing AI technology for specific supporting functions. These encompass developing presentation materials, producing rough visual ideas, and writing draft copy.

Crucially, Vincke emphasized that the end content in the game will be crafted entirely by real artists. "We are developing every line in-house," he stated.

We are constantly expanding our pool of concept artists and are busily forming narrative groups.

Given that this area is being specifically referenced — we right now have 23 concept artists and have job openings for further talent.

All our efforts we do is incremental and designed to having people spend greater focus on the creative process.

Any ML tool applied correctly is a boost to a creative team routine, not a replacement for their skill.

Tempering Reactions with Clear Intent

The revelation of AI usage initially sparked concern among a segment of the fanbase. In reply, Vincke issued additional detail on public forums.

"At Larian, we employ AI tools to explore references, just like we use search engines and physical media," he wrote. "In the conceptual planning process we use it as a rough outline for layout which we then substitute with original illustrations."

He noted, "We've hired talent for their creative vision, not for their willingness to execute what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past broken down the company's practical approach to machine learning, defining its use into primary areas:

  • Handling Monotonous Jobs: This encompasses refining animations, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Accelerated Iteration: Using technology to rapidly prototype simple models of gameplay ideas to validate concepts prior to expensive production.
  • Future Potential for Gameplay: Investigating how machine learning could in the future enhance new forms of player agency, especially in simulating unforeseen permutations in a vast role-playing world.

He specifically stated that central narrative domains — like visual art — are are in no way fields where the team is reducing artistic input. Conversely, Larian is expanding its staff in these exact positions.

"Our studio is neither shipping a game with machine-made assets, nor looking at reducing creatives to substitute them with AI," Vincke concluded.

Bruce Allen
Bruce Allen

A seasoned metal artist with over 15 years of experience, specializing in traditional forging techniques and modern design innovations.