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

The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating immense anticipation within the industry. However, follow-up comments from the studio's lead designer have brought clarity to the conversation, touching on the studio's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest message, Larian's director outlined that the team is utilizing machine learning for particular preliminary tasks. These encompass fleshing out PowerPoint slides, producing rough artistic references, and drafting draft copy.

Importantly, Vincke emphasized that the end content in the game will be crafted entirely by real artists. "We are writing everything in-house," he said.

We are continuously increasing our team of concept artists and are busily assembling writing teams.

Given that visual development is being explicitly called out — we currently have over twenty concept artists and have job openings for more artists.

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

Every AI system applied correctly is additive to a artist's routine, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The admission of employing this technology originally provoked concern among portions of the player base. In response, Vincke provided more detail on online platforms.

"We use AI tools to research ideas, similar to we use Google and art books," he stated. "During the initial ideation stages we use it as a basic framework for structure which we then substitute with hand-crafted artwork."

He added, "Our studio recruits talent for their inherent skill, not for their ability to replicate what a machine suggests."

Focused Uses for Machine Learning

Vincke had earlier outlined the company's targeted method to this technology, categorizing its use into primary functions:

  • Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using tools to quickly build basic models of scenarios to test concepts before full production.
  • Future Potential for Gameplay: Researching how AI could eventually enhance emergent gameplay, especially in managing unforeseen permutations in a complex RPG.

He explicitly noted that core creative domains — like writing — are not departments where the company is cutting creative involvement. Conversely, Larian is expanding its staff in these precise positions.

"Larian is not launching a game with machine-made assets, and we are certainly not planning on cutting creatives to substitute them with AI," Vincke stated definitively.

Andrew Wilson
Andrew Wilson

A seasoned financial analyst with over a decade of experience in wealth management and investment consulting, passionate about empowering others.