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

The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking immense excitement within the gaming community. However, follow-up comments from the company's lead designer have brought nuance to the narrative, touching on the developer's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a latest statement, Swen Vincke explained that the company is using machine learning for specific ancillary tasks. These encompass developing pitch decks, generating early-stage artistic references, and creating placeholder copy.

Importantly, Vincke made clear that the shipping content in the game will be created exclusively by human writers. "Larian is writing all the content in-house," he affirmed.

Larian is continuously increasing our roster of writers and are actively forming narrative groups.

Given that this area is being specifically referenced — we currently have over twenty visual developers and have job openings for additional creatives.

All our efforts we do is supplementary and aimed at letting our team spend more time on the creative process.

Every ML tool implemented properly is supplementary to a artist's routine, not a replacement for their skill.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology originally generated unease among some the fanbase. In reaction, Vincke provided more elaboration on social media.

"Our team utilizes AI tools to gather inspiration, similar to we use the internet and art books," he stated. "During the very early ideation stages we use it as a basic framework for layout which we then replace with original concept art."

He noted, "Our studio recruits creatives for their creative vision, not for their ability to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past outlined the studio's targeted strategy to machine learning, categorizing its use into primary areas:

  • Streamlining Repetitive Work: This encompasses polishing mocap data, audio processing, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to quickly build simple versions of gameplay ideas to test concepts before full development.
  • Experimental Frontiers: Investigating how AI could in the future create new forms of gameplay, particularly in simulating player-driven narratives in a complex RPG.

He clearly noted that key artistic areas — like writing — are are in no way departments where the company is replacing creative involvement. In fact, Larian is recruiting more in these very positions.

"Larian is neither launching a game with AI-generated content, and we are certainly not looking at cutting creatives to substitute them with AI," Vincke concluded.

Anna Mcknight
Anna Mcknight

A seasoned sports analyst with over a decade of experience in betting markets, specializing in data-driven predictions and strategy development.