The Creators of Baldur's Gate 3 Details Its Use of AI Tools for Upcoming Divinity Game

The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, creating immense hype within the industry. However, recent remarks from the company's lead designer have introduced clarity to the discussion, addressing the team's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a new clarification, the studio's founder outlined that the team is using AI technology for specific preliminary purposes. These include developing PowerPoint slides, producing early-stage artistic references, and drafting temporary text.

Importantly, Vincke stressed that the final assets in the game will be crafted exclusively by actual creatives. "We are writing all the content in-house," he stated.

Larian is constantly increasing our team of concept artists and are actively assembling narrative groups.

Since concept art is being specifically called out — we currently have twenty-three visual developers and have job openings for more talent.

All our efforts we do is additive and focused on enabling creatives to spend additional energy on actual creation.

Every machine learning application implemented properly is supplementary to a developer's routine, not a replacement for their craft.

Tempering Reactions with Clear Intent

The admission of using AI initially provoked unease among portions of the community. In response, Vincke issued additional elaboration on online platforms.

"We use machine learning to explore references, similar to we use search engines and art books," he stated. "In the conceptual brainstorming phase we use it as a simple sketch for structure which we then swap out with authentic artwork."

He noted, "Larian brings on artists for their inherent skill, not for their capacity to execute what a AI generates."

Key Areas of AI Integration

Vincke had previously broken down the team's practical strategy to this technology, defining its use into three main areas:

  • Streamlining Repetitive Work: This encompasses polishing mocap data, audio processing, and technical processes like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create rough models of gameplay ideas to validate concepts before expensive production.
  • Future Potential for Gameplay: Investigating how machine learning could in the future facilitate new forms of reactivity, particularly in creating dynamic reactions in a vast role-playing world.

He specifically noted that central narrative areas — including music composition — are not departments where the studio is cutting creative involvement. Conversely, Larian is recruiting more in these exact positions.

"Our studio is not releasing a game with AI-generated content, nor looking at trimming down creatives to substitute them with AI," Vincke concluded.

Debra Kelly
Debra Kelly

A mindfulness coach and digital wellness advocate with over a decade of experience in helping individuals achieve balance in the modern world.