The Creators of Baldur's Gate 3 Details Its Use of AI Tools for Next Project

The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking immense anticipation within the gaming community. However, subsequent remarks from the studio's co-founder have added a new dimension to the discussion, touching on the developer's approach toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, the studio's founder explained that the team is utilizing generative AI for particular preliminary tasks. These encompass enhancing PowerPoint slides, generating initial visual ideas, and writing placeholder copy.

Notably, Vincke made clear that the shipping material in the game will be created entirely by human creatives. "We are creating all the content in-house," he affirmed.

We are actively expanding our pool of storytellers and are actively putting together dedicated writer rooms.

As this area is being explicitly referenced — we right now have twenty-three artistic staff and have roles to fill for further artists.

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

Any machine learning application applied correctly is a boost to a artist's process, not a replacement for their skill.

Responding to Feedback and Defining the Path

The admission of using AI at first sparked backlash among portions of the community. In reply, Vincke issued more elaboration on public forums.

"Our team utilizes these tools to research ideas, just like we use search engines and physical media," he stated. "In the very early brainstorming phase we use it as a basic framework for structure which we then replace with hand-crafted illustrations."

He noted, "Our studio recruits talent for their creative vision, not for their capacity to replicate what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had earlier broken down the team's focused method to machine learning, defining its use into key pillars:

  • Handling Monotonous Jobs: Areas like polishing mocap data, dialogue cleanup, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to speedily create basic mock-ups of mechanics to validate concepts ahead of complete implementation.
  • Future Potential for Gameplay: Researching how AI could in the future facilitate emergent player agency, especially in managing unforeseen permutations in a vast role-playing world.

He explicitly affirmed that core creative areas — such as music composition — are not fields where the studio is replacing creative talent. On the contrary, Larian is actively hiring in these very positions.

"Larian is not shipping a game with any AI components, and we are certainly not planning on cutting creatives to substitute them with AI," Vincke summarized.

David Jackson
David Jackson

Elara Vance is a digital strategist with over a decade of experience helping businesses optimize their online marketing efforts for measurable growth.