🔗 Share this article The Creators of Baldur's Gate 3 Details Its Application of Machine Learning for Upcoming Divinity Game The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, creating a wave of hype within the player base. However, follow-up remarks from the company's lead designer have introduced a new dimension to the conversation, addressing the team's approach toward AI tools. Augmenting Workflows, Not Cutting Jobs In a recent statement, the studio's founder explained that the team is using machine learning for certain supporting purposes. These include developing pitch decks, creating initial concept art, and writing temporary copy. Importantly, Vincke made clear that the shipping material in the game will be crafted solely by actual writers. "Our team is creating every line ourselves," he affirmed. Our studio is constantly expanding our pool of writers and are actively assembling writing teams. Since concept art is being explicitly referenced — we presently have over twenty concept artists and have job openings for further talent. Each initiative we do is additive and aimed at letting our team spend greater focus on actual creation. Any ML tool used well is a boost to a developer's process, never a stand-in for their craft. Addressing Concerns and Clarifying the Vision The news of AI usage at first provoked concern among portions of the player base. In reply, Vincke issued more elaboration on social media. "At Larian, we employ these tools to research ideas, just like we use the internet and reference books," he explained. "During the conceptual ideation stages we use it as a basic framework for composition which we then swap out with hand-crafted illustrations." He added, "Our studio recruits artists for their unique talent, not for their ability to replicate what a AI generates." Three Pillars of Practical Application Vincke had in the past broken down the team's targeted approach to AI and ML, categorizing its use into primary pillars: Automation of Tedious Tasks: Areas like motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species. Fast-Tracked Experimentation: Using tools to speedily create basic mock-ups of gameplay ideas to experiment with concepts ahead of expensive implementation. Experimental Frontiers: Investigating how AI could one day create new forms of player agency, specifically in creating player-driven narratives in a detailed game universe. He explicitly affirmed that central narrative areas — including writing — are not fields where the studio is reducing human involvement. Conversely, Larian is actively hiring in these precise roles. "Our studio is not shipping a game with AI-generated content, and we are certainly not considering reducing creatives to replace them with artificial intelligence," Vincke summarized.
The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, creating a wave of hype within the player base. However, follow-up remarks from the company's lead designer have introduced a new dimension to the conversation, addressing the team's approach toward AI tools. Augmenting Workflows, Not Cutting Jobs In a recent statement, the studio's founder explained that the team is using machine learning for certain supporting purposes. These include developing pitch decks, creating initial concept art, and writing temporary copy. Importantly, Vincke made clear that the shipping material in the game will be crafted solely by actual writers. "Our team is creating every line ourselves," he affirmed. Our studio is constantly expanding our pool of writers and are actively assembling writing teams. Since concept art is being explicitly referenced — we presently have over twenty concept artists and have job openings for further talent. Each initiative we do is additive and aimed at letting our team spend greater focus on actual creation. Any ML tool used well is a boost to a developer's process, never a stand-in for their craft. Addressing Concerns and Clarifying the Vision The news of AI usage at first provoked concern among portions of the player base. In reply, Vincke issued more elaboration on social media. "At Larian, we employ these tools to research ideas, just like we use the internet and reference books," he explained. "During the conceptual ideation stages we use it as a basic framework for composition which we then swap out with hand-crafted illustrations." He added, "Our studio recruits artists for their unique talent, not for their ability to replicate what a AI generates." Three Pillars of Practical Application Vincke had in the past broken down the team's targeted approach to AI and ML, categorizing its use into primary pillars: Automation of Tedious Tasks: Areas like motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species. Fast-Tracked Experimentation: Using tools to speedily create basic mock-ups of gameplay ideas to experiment with concepts ahead of expensive implementation. Experimental Frontiers: Investigating how AI could one day create new forms of player agency, specifically in creating player-driven narratives in a detailed game universe. He explicitly affirmed that central narrative areas — including writing — are not fields where the studio is reducing human involvement. Conversely, Larian is actively hiring in these precise roles. "Our studio is not shipping a game with AI-generated content, and we are certainly not considering reducing creatives to replace them with artificial intelligence," Vincke summarized.