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

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, creating significant anticipation within the industry. However, recent comments from the studio's lead designer have added a new dimension to the conversation, addressing the developer's philosophy toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent clarification, the studio's founder outlined that the team is employing generative AI for certain ancillary tasks. These encompass developing PowerPoint slides, generating early-stage visual ideas, and creating placeholder dialogue.

Importantly, Vincke made clear that the final material in the game will be created solely by real writers. "We are writing everything manually," he affirmed.

Our studio is constantly growing our team of concept artists and are busily assembling writing teams.

Since concept art is being particularly called out — we presently have twenty-three visual developers and have positions available for additional talent.

Each initiative we do is additive and focused on having people spend additional energy on the creative process.

Any ML tool used well is additive to a artist's process, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The admission of using AI originally generated unease among a segment of the community. In response, Vincke offered further elaboration on social media.

"Our team utilizes these tools to gather inspiration, in the same way we use the internet and physical media," he explained. "During the conceptual planning process we use it as a basic framework for composition which we then replace with authentic concept art."

He added, "We've hired creatives for their unique talent, not for their ability to follow what a machine suggests."

Key Areas of AI Integration

Vincke had earlier outlined the studio's focused method to this technology, categorizing its use into key pillars:

  • Handling Monotonous Jobs: This includes motion capture cleaning, dialogue cleanup, and technical processes like retargeting animations.
  • Accelerated Iteration: Using systems to quickly build basic mock-ups of mechanics to test concepts before complete development.
  • Long-Term Aspirations: Exploring how machine learning could eventually enhance emergent player agency, particularly in creating dynamic reactions in a detailed game universe.

He explicitly noted that core creative areas — such as music composition — are are in no way fields where the studio is reducing human talent. Conversely, Larian is actively hiring in these precise positions.

"Larian is neither releasing a game with machine-made assets, nor considering reducing staff to swap them out with artificial intelligence," Vincke concluded.

Susan Sullivan
Susan Sullivan

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