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

The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, generating a wave of hype within the industry. However, follow-up remarks from the company's lead designer have introduced a new dimension to the discussion, focusing on the team's philosophy toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, the studio's founder outlined that the team is using generative AI for particular ancillary functions. These include enhancing presentation materials, creating rough visual ideas, and creating draft copy.

Crucially, Vincke emphasized that the final material in the game will be crafted solely by actual creatives. "Our team is writing all the content manually," he said.

We are constantly increasing our pool of storytellers and are busily forming dedicated writer rooms.

Since this area is being explicitly called out — we currently have over twenty artistic staff and have roles to fill for further artists.

Each initiative we do is incremental and designed to letting our team spend greater focus on the creative process.

Any machine learning application implemented properly is additive to a artist's routine, never a stand-in for their skill.

Tempering Reactions with Clear Intent

The admission of employing this technology initially generated backlash among a segment of the community. In reply, Vincke provided further clarification on public forums.

"Our team utilizes these tools to research ideas, in the same way we use the internet and physical media," he stated. "During the very early planning process we use it as a rough outline for layout which we then substitute with original illustrations."

He noted, "Our studio recruits artists for their unique talent, not for their willingness to replicate what a machine suggests."

Focused Uses for Machine Learning

Vincke had earlier broken down the studio's focused strategy to machine learning, categorizing its use into key areas:

  • Automation of Tedious Tasks: This includes motion capture cleaning, voice editing, and technical processes like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to speedily create rough models of gameplay ideas to validate concepts before expensive production.
  • Long-Term Aspirations: Exploring how AI could one day enhance innovative gameplay, especially in managing unforeseen permutations in a detailed game universe.

He clearly noted that central narrative domains — such as writing — are are in no way fields where the team is reducing creative input. On the contrary, Larian is actively hiring in these exact roles.

"Our studio is neither launching a game with any AI components, nor considering trimming down teams to swap them out with artificial intelligence," Vincke concluded.

Brian Yang
Brian Yang

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