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

The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, generating immense anticipation within the industry. However, subsequent remarks from the company's figurehead have added a new dimension to the conversation, touching on the team's approach toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a recent statement, the studio's founder explained that the team is utilizing machine learning for certain supporting tasks. These encompass fleshing out presentation materials, producing rough artistic references, and creating temporary text.

Notably, Vincke made clear that the final content in the game will be crafted entirely by real artists. "Our team is developing all the content in-house," he said.

We are actively increasing our pool of concept artists and are currently forming narrative groups.

Given that this area is being particularly referenced — we currently have twenty-three visual developers and have positions available for more talent.

All our efforts we do is additive and designed to having people spend more time on making content.

Any machine learning application used well is a boost to a creative team routine, not a replacement for their talent.

Responding to Feedback and Defining the Path

The admission of AI usage originally sparked concern among some the player base. In reply, Vincke issued more detail on social media.

"Our team utilizes these tools to gather inspiration, just like we use search engines and physical media," he stated. "In the initial ideation stages we use it as a simple sketch for composition which we then swap out with hand-crafted artwork."

He added, "Our studio recruits talent for their inherent skill, not for their willingness to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past outlined the company's targeted approach to this technology, grouping its use into three main functions:

  • Automation of Tedious Tasks: This includes polishing mocap data, voice editing, and Larian-specific work like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype rough models of scenarios to validate concepts prior to full implementation.
  • Long-Term Aspirations: Investigating how AI could in the future create emergent reactivity, particularly in managing unforeseen permutations in a vast role-playing world.

He clearly stated that key artistic areas — including visual art — are are in no way fields where the team is cutting human input. Conversely, Larian is recruiting more in these precise fields.

"Larian is neither launching a game with any AI components, and we are certainly not planning on cutting teams to replace them with AI," Vincke concluded.

James Morgan
James Morgan

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot machine mechanics and player psychology.