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

The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking immense anticipation within the industry. However, follow-up statements from the company's figurehead have brought a new dimension to the narrative, touching on the developer's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest statement, the studio's founder outlined that the developer is using generative AI for particular preliminary purposes. These encompass fleshing out pitch decks, generating early-stage concept art, and drafting placeholder copy.

Notably, Vincke emphasized that the end assets in the game will be crafted entirely by human creatives. "We are developing all the content in-house," he said.

Larian is actively expanding our team of storytellers and are actively putting together writing teams.

As this area is being particularly called out — we presently have 23 concept artists and have roles to fill for further talent.

All our efforts we do is additive and aimed at having people spend additional energy on making content.

Any AI system applied correctly is supplementary to a artist's workflow, not a replacement for their craft.

Tempering Reactions with Clear Intent

The admission of employing this technology at first generated concern among some the fanbase. In reply, Vincke provided further clarification on online platforms.

"Our team utilizes these tools to explore references, in the same way we use search engines and art books," he wrote. "In the initial planning process we use it as a basic framework for layout which we then swap out with authentic artwork."

He continued, "Our studio recruits creatives for their creative vision, not for their willingness to execute what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously outlined the studio's targeted approach to AI and ML, defining its use into primary areas:

  • Automation of Tedious Tasks: This encompasses refining animations, audio processing, and Larian-specific work like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using tools to quickly build rough versions of mechanics to test concepts before complete implementation.
  • Long-Term Aspirations: Exploring how AI could eventually enhance new forms of gameplay, specifically in creating player-driven narratives in a vast role-playing world.

He explicitly affirmed that central narrative disciplines — such as music composition — are not areas where the studio is cutting human involvement. On the contrary, Larian is actively hiring in these exact positions.

"We are neither launching a game with machine-made assets, nor planning on cutting creatives to substitute them with artificial intelligence," Vincke concluded.

Michael Mills
Michael Mills

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