The Creators of Baldur's Gate 3 Explains Its Use of Generative AI for Next Project

The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, generating a wave of hype within the industry. However, recent remarks from the studio's figurehead have brought nuance to the narrative, addressing the studio's stance toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, Larian's director detailed that the team is employing machine learning for certain ancillary tasks. These involve enhancing PowerPoint slides, producing early-stage concept art, and drafting draft copy.

Importantly, Vincke made clear that the end material in the game will be crafted solely by human artists. "We are writing everything in-house," he affirmed.

Our studio is actively expanding our pool of writers and are currently assembling dedicated writer rooms.

Since this area is being particularly mentioned — we currently have over twenty visual developers and have positions available for additional creatives.

Each initiative we do is incremental and focused on enabling creatives to spend more time on the creative process.

Every AI system implemented properly is supplementary to a artist's routine, not a substitute for their skill.

Addressing Concerns and Clarifying the Vision

The news of employing this technology at first generated unease among some the player base. In reply, Vincke offered more elaboration on social media.

"We use these tools to explore references, in the same way we use search engines and physical media," he stated. "During the very early planning process we use it as a rough outline for composition which we then replace with authentic concept art."

He noted, "We've hired creatives for their creative vision, not for their willingness to follow what a AI generates."

Three Pillars of Practical Application

Vincke had in the past outlined the studio's practical method to AI and ML, defining its use into key pillars:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using technology to speedily create simple mock-ups of mechanics to validate concepts before expensive implementation.
  • Long-Term Aspirations: Researching how machine learning could in the future enhance emergent reactivity, particularly in creating dynamic reactions in a detailed game universe.

He clearly affirmed that core creative areas — including visual art — are are in no way departments where the studio is replacing human talent. On the contrary, Larian is recruiting more in these very fields.

"We are not shipping a game with machine-made assets, and we are certainly not considering reducing staff to substitute them with AI," Vincke concluded.

Denise Castillo
Denise Castillo

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot machine strategies and industry trends.