The Creators of Baldur's Gate 3 Clarifies Its Use of Generative AI for Next Divinity Game

The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating immense hype within the industry. However, follow-up comments from the company's figurehead have introduced a new dimension to the narrative, touching on the studio's stance toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a recent clarification, the studio's founder outlined that the team is employing machine learning for particular supporting functions. These encompass fleshing out PowerPoint slides, producing early-stage artistic references, and drafting temporary text.

Crucially, Vincke made clear that the shipping assets in the game will be created entirely by actual writers. "Our team is writing every line manually," he stated.

Our studio is actively increasing our pool of writers and are actively forming dedicated writer rooms.

As this area is being specifically called out — we presently have 23 artistic staff and have positions available for further talent.

All our efforts we do is supplementary and designed to enabling creatives to spend greater focus on the creative process.

Every AI system applied correctly is additive to a developer's workflow, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The news of AI usage originally sparked backlash among a segment of the community. In response, Vincke offered further detail on social media.

"We use machine learning to gather inspiration, in the same way we use the internet and reference books," he wrote. "During the very early planning process we use it as a rough outline for structure which we then substitute with hand-crafted concept art."

He continued, "Larian brings on creatives for their unique talent, not for their willingness to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past detailed the company's practical strategy to machine learning, categorizing its use into three main pillars:

  • Streamlining Repetitive Work: Areas like refining animations, audio processing, and technical processes like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to quickly build rough versions of gameplay ideas to test concepts prior to expensive implementation.
  • Future Potential for Gameplay: Researching how AI could eventually facilitate new forms of reactivity, specifically in simulating dynamic reactions in a complex RPG.

He explicitly noted that key artistic disciplines — like music composition — are are in no way fields where the studio is reducing creative involvement. On the contrary, Larian is actively hiring in these very fields.

"Larian is neither shipping a game with machine-made assets, nor considering reducing teams to replace them with AI," Vincke concluded.

Gregory Cowan
Gregory Cowan

A gaming industry analyst with over a decade of experience in casino operations and slot machine technology.