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

The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating immense anticipation within the gaming community. However, subsequent remarks from the studio's figurehead have added a new dimension to the narrative, addressing the studio's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, Swen Vincke outlined that the company is utilizing AI technology for specific supporting purposes. These include enhancing pitch decks, creating early-stage artistic references, and writing temporary copy.

Notably, Vincke stressed that the final content in the game will be crafted exclusively by human artists. "Our team is creating every line ourselves," he stated.

Larian is constantly increasing our pool of writers and are currently putting together narrative groups.

As this area is being particularly mentioned — we currently have twenty-three visual developers and have roles to fill for further creatives.

All our efforts we do is additive and aimed at having people spend additional energy on the creative process.

Every ML tool implemented properly is additive to a creative team workflow, not a replacement for their skill.

Addressing Concerns and Clarifying the Vision

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

"We use AI tools to research ideas, just like we use search engines and reference books," he explained. "During the conceptual ideation stages we use it as a basic framework for layout which we then swap out with original illustrations."

He added, "Our studio recruits talent for their unique talent, not for their ability to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had previously outlined the team's focused approach to AI and ML, defining its use into three main pillars:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype rough versions of gameplay ideas to validate concepts prior to full implementation.
  • Long-Term Aspirations: Investigating how machine learning could eventually create innovative reactivity, especially in simulating unforeseen permutations in a complex RPG.

He clearly stated that core creative disciplines — including music composition — are are in no way departments where the company is replacing human input. On the contrary, Larian is recruiting more in these precise roles.

"Larian is not shipping a game with any AI components, and we are certainly not considering reducing creatives to replace them with AI," Vincke stated definitively.

James Humphrey
James Humphrey

A tech enthusiast and software developer with over a decade of experience in AI and web technologies, passionate about sharing knowledge.