The Creators of Baldur's Gate 3 Clarifies Its Use of Generative AI for Next Divinity

The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, creating immense anticipation within the player base. However, subsequent remarks from the studio's lead designer have added nuance to the narrative, focusing on the studio's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a latest clarification, the studio's founder explained that the developer is employing generative AI for particular preliminary tasks. These involve fleshing out pitch decks, creating early-stage artistic references, and writing temporary copy.

Notably, Vincke made clear that the shipping content in the game will be authored solely by actual writers. "Our team is developing everything in-house," he stated.

Larian is actively increasing our team of storytellers and are currently forming dedicated writer rooms.

As visual development is being particularly mentioned — we presently have 23 concept artists and have job openings for additional creatives.

All our efforts we do is additive and designed to having people spend greater focus on the creative process.

Every AI system used well is a boost to a artist's process, not a substitute for their skill.

Tempering Reactions with Clear Intent

The admission of using AI initially sparked concern among a segment of the player base. In reply, Vincke issued more elaboration on online platforms.

"We use AI tools to gather inspiration, similar to we use search engines and reference books," he wrote. "During the initial brainstorming phase we use it as a simple sketch for layout which we then swap out with hand-crafted concept art."

He added, "We've hired artists for their unique talent, not for their capacity to execute what a algorithm proposes."

Key Areas of AI Integration

Vincke had in the past detailed the studio's targeted strategy to AI and ML, grouping its use into three main functions:

  • Automation of Tedious Tasks: Areas like motion capture cleaning, audio processing, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype simple mock-ups of mechanics to experiment with concepts before full implementation.
  • Experimental Frontiers: Exploring how AI could in the future facilitate new forms of player agency, particularly in managing unforeseen permutations in a detailed game universe.

He clearly affirmed that central narrative domains — including writing — are are in no way departments where the studio is cutting artistic involvement. On the contrary, Larian is recruiting more in these precise fields.

"Larian is neither launching a game with AI-generated content, nor planning on trimming down creatives to substitute them with artificial intelligence," Vincke summarized.

Edward Lopez
Edward Lopez

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