The Creators of Baldur's Gate 3 Clarifies Its Use of AI Tools for Upcoming Divinity
The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, creating immense anticipation within the industry. However, follow-up remarks from the company's lead designer have introduced a new dimension to the discussion, focusing on the studio's philosophy toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a recent message, the studio's founder explained that the developer is using generative AI for particular supporting tasks. These involve developing PowerPoint slides, producing early-stage visual ideas, and creating temporary text.
Crucially, Vincke made clear that the end material in the game will be created solely by real artists. "Our team is writing everything manually," he said.
Larian is actively growing our roster of storytellers and are busily forming dedicated writer rooms.
Since this area is being particularly referenced — we right now have over twenty artistic staff and have positions available for additional creatives.
All our efforts we do is supplementary and designed to having people spend more time on the creative process.
Any ML tool implemented properly is additive to a developer's routine, not a substitute for their craft.
Tempering Reactions with Clear Intent
The admission of employing this technology at first sparked unease among portions of the player base. In response, Vincke offered additional clarification on social media.
"We use these tools to research ideas, similar to we use search engines and physical media," he stated. "During the very early brainstorming phase we use it as a rough outline for layout which we then substitute with authentic concept art."
He noted, "We've hired creatives for their unique talent, not for their willingness to follow what a algorithm proposes."
Key Areas of AI Integration
Vincke had previously broken down the studio's focused strategy to machine learning, categorizing its use into three main areas:
- Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to quickly build basic versions of mechanics to validate concepts before complete production.
- Experimental Frontiers: Investigating how AI could in the future enhance emergent player agency, particularly in creating player-driven narratives in a complex RPG.
He explicitly affirmed that central narrative disciplines — including writing — are are absolutely not departments where the team is cutting human involvement. In fact, Larian is actively hiring in these precise fields.
"Larian is neither shipping a game with machine-made assets, and we are certainly not considering reducing staff to substitute them with artificial intelligence," Vincke concluded.