The Creators of Baldur's Gate 3 Explains Its Use of Machine Learning for Next Divinity Game

The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, generating immense hype within the player base. However, follow-up remarks from the company's figurehead have introduced a new dimension to the conversation, touching on the developer's philosophy toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Larian's director detailed that the team is employing generative AI for particular preliminary purposes. These include developing pitch decks, producing rough visual ideas, and drafting draft copy.

Notably, Vincke stressed that the end content in the game will be created exclusively by actual artists. "Our team is developing all the content ourselves," he said.

Larian is continuously expanding our pool of writers and are busily putting together writing teams.

As this area is being explicitly referenced — we presently have over twenty visual developers and have job openings for further artists.

Each initiative we do is supplementary and focused on letting our team spend more time on actual creation.

Any machine learning application used well is supplementary to a creative team process, not a replacement for their talent.

Tempering Reactions with Clear Intent

The news of AI usage at first provoked backlash among portions of the community. In response, Vincke provided further elaboration on online platforms.

"Our team utilizes AI tools to explore references, just like we use search engines and physical media," he wrote. "During the initial planning process we use it as a basic framework for composition which we then replace with authentic illustrations."

He added, "Larian brings on artists for their unique talent, not for their willingness to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had earlier outlined the studio's targeted method to this technology, grouping its use into three main pillars:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and Larian-specific work like adjusting assets for various species.
  • Accelerated Iteration: Using systems to speedily create basic mock-ups of mechanics to validate concepts prior to expensive development.
  • Long-Term Aspirations: Researching how machine learning could eventually enhance emergent player agency, particularly in managing unforeseen permutations in a detailed game universe.

He explicitly stated that core creative domains — such as writing — are are absolutely not departments where the company is replacing creative input. Conversely, Larian is expanding its staff in these precise fields.

"Our studio is neither releasing a game with machine-made assets, nor planning on trimming down staff to substitute them with AI," Vincke summarized.

Anne Williams
Anne Williams

A passionate mobile gamer and strategist, sharing insights from years of competitive gameplay.