The Creators of Baldur's Gate 3 Clarifies Its Implementation of Machine Learning for New Divinity

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, generating a wave of hype within the gaming community. However, subsequent remarks from the company's lead designer have added a new dimension to the narrative, addressing the developer's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a latest clarification, the studio's founder explained that the developer is using AI technology for specific ancillary functions. These include developing PowerPoint slides, generating rough concept art, and creating placeholder dialogue.

Notably, Vincke made clear that the final material in the game will be authored solely by actual writers. "Our team is writing everything manually," he said.

We are constantly increasing our pool of concept artists and are busily putting together dedicated writer rooms.

As this area is being explicitly called out — we right now have 23 concept artists and have job openings for further artists.

Everything we do is incremental and designed to having people spend greater focus on making content.

Any ML tool applied correctly is supplementary to a creative team workflow, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The revelation of AI usage at first sparked unease among a segment of the player base. In reaction, Vincke provided more detail on public forums.

"Our team utilizes AI tools to explore references, similar to we use Google and reference books," he explained. "In the initial planning process we use it as a simple sketch for composition which we then swap out with authentic concept art."

He continued, "We've hired talent for their unique talent, not for their capacity to replicate what a AI generates."

Three Pillars of Practical Application

Vincke had in the past outlined the team's focused method to machine learning, defining its use into primary areas:

  • Automation of Tedious Tasks: This encompasses refining animations, audio processing, and Larian-specific work like adjusting assets for various species.
  • Accelerated Iteration: Using systems to quickly build rough versions of gameplay ideas to experiment with concepts ahead of expensive implementation.
  • Experimental Frontiers: Researching how machine learning could one day create new forms of reactivity, especially in creating unforeseen permutations in a complex RPG.

He specifically noted that key artistic domains — like visual art — are are in no way areas where the studio is reducing human talent. On the contrary, Larian is expanding its staff in these precise roles.

"Larian is not shipping a game with any AI components, nor considering trimming down creatives to swap them out with artificial intelligence," Vincke concluded.

Franklin Sampson
Franklin Sampson

A tech enthusiast and digital strategist with over a decade of experience in helping businesses adapt to emerging technologies.