The Creators of Baldur's Gate 3 Details Its Application of Machine Learning for Next Divinity

The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking significant hype within the industry. However, subsequent comments from the studio's figurehead have brought clarity to the conversation, addressing the studio's philosophy toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a latest statement, Larian's director explained that the company is utilizing generative AI for certain supporting purposes. These include fleshing out pitch decks, generating rough visual ideas, and drafting placeholder text.

Crucially, Vincke emphasized that the final content in the game will be authored exclusively by actual creatives. "We are developing all the content ourselves," he stated.

We are constantly growing our pool of writers and are currently forming dedicated writer rooms.

As concept art is being specifically called out — we right now have 23 artistic staff and have job openings for additional creatives.

Everything we do is supplementary and focused on having people spend additional energy on the creative process.

Any AI system used well is a boost to a artist's process, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The news of employing this technology at first sparked backlash among some the community. In reply, Vincke issued additional elaboration on online platforms.

"At Larian, we employ machine learning to research ideas, in the same way we use the internet and reference books," he explained. "In the very early planning process we use it as a rough outline for structure which we then replace with authentic concept art."

He added, "We've hired creatives for their creative vision, not for their capacity to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had previously detailed the company's practical strategy to AI and ML, defining its use into three main areas:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and technical processes like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple mock-ups of gameplay ideas to test concepts ahead of expensive development.
  • Long-Term Aspirations: Exploring how AI could in the future create emergent gameplay, specifically in managing unforeseen permutations in a detailed game universe.

He specifically noted that key artistic areas — such as writing — are are absolutely not fields where the company is cutting creative involvement. On the contrary, Larian is expanding its staff in these very positions.

"Larian is not shipping a game with AI-generated content, nor looking at trimming down teams to swap them out with artificial intelligence," Vincke concluded.

Michael Espinoza
Michael Espinoza

Maya is a tech enthusiast and lifestyle writer with over a decade of experience in reviewing high-end products and sharing practical insights.