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

The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, generating immense anticipation within the gaming community. However, follow-up comments from the company's figurehead have added clarity to the discussion, addressing the studio's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a new statement, Larian's director explained that the developer is employing generative AI for certain supporting purposes. These include developing presentation materials, producing rough concept art, and drafting draft copy.

Importantly, Vincke emphasized that the shipping material in the game will be created solely by real writers. "Larian is developing everything ourselves," he stated.

We are continuously increasing our team of concept artists and are busily forming writing teams.

As this area is being particularly called out — we presently have over twenty visual developers and have positions available for additional talent.

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

Any machine learning application implemented properly is supplementary to a creative team workflow, not a replacement for their talent.

Responding to Feedback and Defining the Path

The revelation of AI usage initially generated unease among some the fanbase. In reaction, Vincke offered more clarification on online platforms.

"At Larian, we employ these tools to research ideas, in the same way we use the internet and reference books," he explained. "During the very early ideation stages we use it as a rough outline for layout which we then swap out with original concept art."

He noted, "We've hired creatives for their unique talent, not for their willingness to replicate what a AI generates."

Three Pillars of Practical Application

Vincke had in the past outlined the studio's targeted approach to AI and ML, grouping its use into primary functions:

  • Handling Monotonous Jobs: This includes refining animations, audio processing, and technical processes like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build simple versions of gameplay ideas to validate concepts before full production.
  • Long-Term Aspirations: Exploring how machine learning could in the future facilitate new forms of player agency, specifically in simulating dynamic reactions in a detailed game universe.

He explicitly stated that core creative domains — like writing — are are absolutely not areas where the team is cutting human input. On the contrary, Larian is actively hiring in these very roles.

"Our studio is neither shipping a game with AI-generated content, and we are certainly not planning on trimming down staff to replace them with AI," Vincke stated definitively.

Scott Best
Scott Best

A geospatial analyst with over a decade of experience in terrain modeling and environmental data visualization.