The Creators of Baldur's Gate 3 Explains Its Use of AI Tools for Next Divinity

The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, generating a wave of hype within the industry. However, subsequent remarks from the studio's co-founder have brought clarity to the narrative, focusing on the team's stance toward machine learning.

A Tool for Ideation, Not Replacement

In a new clarification, Larian's director outlined that the company is employing AI technology for particular ancillary tasks. These encompass fleshing out PowerPoint slides, producing initial artistic references, and writing draft copy.

Crucially, Vincke stressed that the shipping content in the game will be created exclusively by actual writers. "Larian is creating every line in-house," he said.

Our studio is constantly increasing our pool of writers and are actively putting together dedicated writer rooms.

Given that this area is being particularly mentioned — we right now have over twenty concept artists and have job openings for further talent.

Everything we do is incremental and designed to letting our team spend more time on actual creation.

Every machine learning application implemented properly is additive to a developer's routine, not a replacement for their talent.

Addressing Concerns and Clarifying the Vision

The news of AI usage originally generated unease among portions of the fanbase. In reaction, Vincke provided further elaboration on online platforms.

"We use machine learning to research ideas, similar to we use search engines and reference books," he wrote. "During the initial ideation stages we use it as a rough outline for layout which we then swap out with original artwork."

He added, "Our studio recruits artists for their inherent skill, not for their capacity to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had earlier outlined the company's targeted strategy to machine learning, grouping its use into key areas:

  • Streamlining Repetitive Work: Areas like polishing mocap data, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to speedily create rough versions of gameplay ideas to test concepts prior to full production.
  • Long-Term Aspirations: Researching how machine learning could in the future facilitate new forms of gameplay, especially in simulating unforeseen permutations in a vast role-playing world.

He explicitly affirmed that core creative disciplines — such as music composition — are not departments where the company is replacing creative involvement. Conversely, Larian is recruiting more in these precise fields.

"We are not launching a game with any AI components, nor considering cutting creatives to substitute them with AI," Vincke stated definitively.

Emily Johnson
Emily Johnson

Mira Chen is a gaming enthusiast and writer with over 5 years of experience covering online casinos and slot machine strategies.