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

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, generating a wave of anticipation within the player base. However, follow-up statements from the company's figurehead have introduced a new dimension to the narrative, touching on the developer's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a latest message, Swen Vincke detailed that the company is using generative AI for specific preliminary functions. These encompass enhancing presentation materials, generating initial artistic references, and creating placeholder copy.

Crucially, Vincke made clear that the shipping assets in the game will be created exclusively by actual writers. "Larian is creating every line manually," he said.

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

As this area is being specifically referenced — we presently have twenty-three concept artists and have job openings for more creatives.

Everything we do is supplementary and focused on having people spend additional energy on actual creation.

Any machine learning application used well is supplementary to a creative team workflow, not a replacement for their craft.

Responding to Feedback and Defining the Path

The revelation of using AI initially provoked concern among a segment of the player base. In reaction, Vincke offered additional detail on public forums.

"Our team utilizes AI tools to explore references, in the same way we use the internet and reference books," he wrote. "In the initial brainstorming phase we use it as a rough outline for composition which we then replace with authentic artwork."

He continued, "Larian brings on talent for their inherent skill, not for their willingness to follow what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously outlined the team's practical strategy to AI and ML, grouping its use into three main areas:

  • Automation of Tedious Tasks: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using systems to quickly build simple versions of mechanics to validate concepts ahead of expensive implementation.
  • Long-Term Aspirations: Investigating how machine learning could eventually enhance new forms of player agency, specifically in simulating player-driven narratives in a complex RPG.

He specifically affirmed that key artistic areas — like visual art — are are in no way fields where the team is reducing artistic input. On the contrary, Larian is expanding its staff in these precise positions.

"Larian is not shipping a game with any AI components, and we are certainly not considering trimming down teams to swap them out with artificial intelligence," Vincke concluded.

Jessica Rodriguez
Jessica Rodriguez

A Berlin-based journalist specializing in luxury travel and sustainable business practices, with over a decade of experience in European media.