The Creators of Baldur's Gate 3 Explains Its Application of AI Tools for Upcoming Project

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, sparking a wave of excitement within the player base. However, follow-up statements from the company's co-founder have introduced nuance to the conversation, focusing on the studio's philosophy toward AI tools.

A Tool for Ideation, Not Replacement

In a latest clarification, Larian's director outlined that the developer is utilizing generative AI for particular supporting purposes. These include enhancing pitch decks, generating rough artistic references, and drafting draft text.

Crucially, Vincke emphasized that the shipping material in the game will be crafted solely by human artists. "Our team is developing every line in-house," he affirmed.

We are actively increasing our roster of storytellers and are currently assembling dedicated writer rooms.

As concept art is being particularly referenced — we presently have 23 concept artists and have roles to fill for further creatives.

Everything we do is additive and designed to letting our team spend more time on actual creation.

Any machine learning application applied correctly is supplementary to a developer's workflow, not a replacement for their skill.

Responding to Feedback and Defining the Path

The news of AI usage originally provoked unease among portions of the community. In reply, Vincke offered more elaboration on social media.

"We use AI tools to gather inspiration, in the same way we use search engines and physical media," he wrote. "During the initial ideation stages we use it as a rough outline for structure which we then substitute with original illustrations."

He continued, "Our studio recruits creatives for their unique talent, not for their capacity to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past detailed the company's practical method to this technology, defining its use into primary functions:

  • Handling Monotonous Jobs: This encompasses refining animations, audio processing, and pipeline-specific tasks like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple mock-ups of mechanics to validate concepts before full production.
  • Long-Term Aspirations: Investigating how AI could one day create new forms of player agency, especially in managing unforeseen permutations in a detailed game universe.

He explicitly stated that key artistic disciplines — such as visual art — are are in no way fields where the studio is reducing artistic involvement. On the contrary, Larian is expanding its staff in these very roles.

"We are not launching a game with machine-made assets, and we are certainly not considering reducing creatives to swap them out with artificial intelligence," Vincke concluded.

Ashley Shields
Ashley Shields

A semiconductor engineer with over a decade of experience in solid state device research and industry analysis.