The Creators of Baldur's Gate 3 Details Its Application of AI Tools for New Divinity

The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, generating a wave of hype within the player base. However, follow-up statements from the studio's lead designer have brought a new dimension to the narrative, focusing on the developer's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a recent message, Swen Vincke outlined that the team is utilizing generative AI for particular preliminary functions. These involve fleshing out pitch decks, producing early-stage visual ideas, and drafting draft copy.

Crucially, Vincke stressed that the end content in the game will be crafted entirely by real writers. "Larian is developing all the content ourselves," he said.

Larian is constantly expanding our pool of writers and are actively assembling narrative groups.

Given that this area is being particularly called out — we presently have 23 concept artists and have positions available for more artists.

All our efforts we do is additive and designed to enabling creatives to spend additional energy on making content.

Any AI system used well is additive to a developer's workflow, not a replacement for their talent.

Addressing Concerns and Clarifying the Vision

The news of using AI originally provoked concern among portions of the community. In response, Vincke issued additional elaboration on online platforms.

"Our team utilizes these tools to research ideas, in the same way we use Google and reference books," he stated. "During the initial planning process we use it as a rough outline for composition which we then swap out with hand-crafted illustrations."

He continued, "We've hired artists for their creative vision, not for their willingness to replicate what a algorithm proposes."

Three Pillars of Practical Application

Vincke had in the past outlined the studio's targeted approach to this technology, grouping its use into key functions:

  • Handling Monotonous Jobs: This encompasses polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create rough models of gameplay ideas to test concepts prior to expensive implementation.
  • Experimental Frontiers: Exploring how machine learning could eventually enhance emergent player agency, specifically in simulating dynamic reactions in a complex RPG.

He specifically stated that central narrative areas — like writing — are not departments where the team is reducing human input. In fact, Larian is actively hiring in these exact roles.

"Our studio is not shipping a game with machine-made assets, and we are certainly not considering trimming down creatives to substitute them with AI," Vincke concluded.

Mark Brown
Mark Brown

Lena is a seasoned gaming enthusiast with a passion for analyzing casino trends and sharing actionable advice for players.