The Creators of Baldur's Gate 3 Clarifies Its Use of Generative AI for New Divinity

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, creating significant excitement within the player base. However, subsequent remarks from the studio's figurehead have introduced nuance to the narrative, focusing on the team's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a latest statement, the studio's founder outlined that the developer is using AI technology for certain preliminary tasks. These involve fleshing out PowerPoint slides, producing early-stage visual ideas, and creating placeholder dialogue.

Importantly, Vincke stressed that the end material in the game will be crafted exclusively by real artists. "Larian is creating everything in-house," he said.

Larian is actively growing our pool of writers and are busily forming writing teams.

Given that concept art is being explicitly called out — we presently have over twenty concept artists and have positions available for additional artists.

All our efforts we do is additive and designed to having people spend additional energy on actual creation.

Every AI system used well is additive to a artist's routine, not a replacement for their craft.

Responding to Feedback and Defining the Path

The news of AI usage initially sparked backlash among some the fanbase. In reaction, Vincke issued more detail on online platforms.

"We use machine learning to explore references, just like we use the internet and art books," he stated. "During the initial planning process we use it as a rough outline for composition which we then substitute with hand-crafted illustrations."

He added, "We've hired creatives for their unique talent, not for their ability to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past detailed the studio's practical strategy to machine learning, defining its use into key pillars:

  • Streamlining Repetitive Work: This includes motion capture cleaning, voice editing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to quickly build simple models of scenarios to experiment with concepts prior to full development.
  • Long-Term Aspirations: Researching how machine learning could eventually enhance innovative reactivity, particularly in managing dynamic reactions in a complex RPG.

He explicitly noted that core creative domains — such as visual art — are not areas where the team is replacing human input. In fact, Larian is expanding its staff in these exact positions.

"We are not launching a game with any AI components, and we are certainly not looking at reducing teams to swap them out with artificial intelligence," Vincke summarized.

Ryan Salas
Ryan Salas

A seasoned gaming analyst with over a decade of experience in casino strategy and game mechanics, passionate about promoting informed play.