The Creators of Baldur's Gate 3 Clarifies Its Implementation of AI Tools for Upcoming Divinity Game

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, generating immense anticipation within the player base. However, subsequent remarks from the company's lead designer have brought clarity to the narrative, touching on the developer's stance toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a new statement, the studio's founder detailed that the team is utilizing AI technology for certain supporting functions. These encompass enhancing presentation materials, creating rough artistic references, and writing placeholder copy.

Crucially, Vincke stressed that the final assets in the game will be authored entirely by human artists. "We are creating everything manually," he affirmed.

Larian is constantly growing our team of concept artists and are busily forming dedicated writer rooms.

Since concept art is being explicitly called out — we presently have twenty-three concept artists and have roles to fill for further talent.

Everything we do is incremental and focused on enabling creatives to spend greater focus on making content.

Any AI system used well is a boost to a creative team routine, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The revelation of using AI initially sparked backlash among some the fanbase. In reaction, Vincke offered additional clarification on public forums.

"We use machine learning to research ideas, in the same way we use Google and art books," he wrote. "In the initial planning process we use it as a simple sketch for structure which we then replace with original illustrations."

He continued, "Our studio recruits artists for their creative vision, not for their capacity to follow what a algorithm proposes."

Three Pillars of Practical Application

Vincke had previously broken down the team's practical method to AI and ML, defining its use into three main areas:

  • Streamlining Repetitive Work: This includes polishing mocap data, audio processing, and pipeline-specific tasks like retargeting animations.
  • Fast-Tracked Experimentation: Using tools to quickly build basic versions of mechanics to test concepts prior to expensive production.
  • Long-Term Aspirations: Exploring how AI could one day create new forms of reactivity, especially in managing player-driven narratives in a vast role-playing world.

He explicitly affirmed that key artistic domains — like music composition — are not departments where the team is replacing creative input. Conversely, Larian is recruiting more in these precise fields.

"We are neither shipping a game with any AI components, and we are certainly not considering cutting creatives to swap them out with artificial intelligence," Vincke summarized.

Larry Miranda
Larry Miranda

A former casino manager turned gaming analyst, Felix specializes in slot machine mechanics and probability theory.