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

The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating significant anticipation within the player base. However, recent comments from the studio's figurehead have introduced nuance to the narrative, focusing on the developer's philosophy toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a recent statement, Swen Vincke outlined that the developer is using machine learning for particular preliminary purposes. These encompass enhancing presentation materials, generating initial visual ideas, and creating temporary dialogue.

Notably, Vincke emphasized that the end assets in the game will be authored entirely by human artists. "We are creating all the content in-house," he affirmed.

Our studio is constantly expanding our team of writers and are busily forming writing teams.

As concept art is being specifically called out — we right now have twenty-three visual developers and have roles to fill for more creatives.

Everything we do is additive and focused on enabling creatives to spend greater focus on making content.

Any AI system applied correctly is supplementary to a creative team process, not a replacement for their skill.

Tempering Reactions with Clear Intent

The admission of employing this technology originally provoked unease among some the fanbase. In response, Vincke issued more detail on social media.

"Our team utilizes these tools to research ideas, in the same way we use search engines and physical media," he explained. "During the very early ideation stages we use it as a rough outline for layout which we then swap out with hand-crafted illustrations."

He added, "We've hired talent for their creative vision, not for their willingness to follow what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past detailed the studio's practical strategy to AI and ML, categorizing its use into primary areas:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using tools to quickly build simple mock-ups of mechanics to validate concepts ahead of complete development.
  • Experimental Frontiers: Investigating how machine learning could one day facilitate new forms of player agency, particularly in managing dynamic reactions in a vast role-playing world.

He specifically noted that key artistic disciplines — like visual art — are are absolutely not fields where the company is replacing human involvement. On the contrary, Larian is recruiting more in these exact roles.

"We are not shipping a game with any AI components, and we are certainly not looking at cutting teams to substitute them with artificial intelligence," Vincke stated definitively.

Cory Schwartz
Cory Schwartz

A software engineer and tech writer passionate about emerging technologies and digital transformation.