The Creators of Baldur's Gate 3 Details Its Use of Machine Learning for New Divinity Game

The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, sparking a wave of hype within the gaming community. However, recent comments from the company's figurehead have brought nuance to the conversation, addressing the team's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a latest clarification, the studio's founder outlined that the team is utilizing AI technology for particular preliminary tasks. These involve developing pitch decks, producing rough visual ideas, and drafting draft dialogue.

Notably, Vincke emphasized that the end material in the game will be created exclusively by real artists. "Our team is developing every line ourselves," he stated.

Larian is constantly increasing our pool of writers and are busily assembling dedicated writer rooms.

As this area is being specifically referenced — we currently have 23 visual developers and have positions available for further artists.

All our efforts we do is supplementary and focused on having people spend greater focus on the creative process.

Any machine learning application implemented properly is supplementary to a artist's process, not a substitute for their skill.

Tempering Reactions with Clear Intent

The admission of employing this technology initially sparked backlash among a segment of the player base. In reaction, Vincke offered more detail on social media.

"At Larian, we employ AI tools to gather inspiration, in the same way we use the internet and physical media," he explained. "In the initial planning process we use it as a basic framework for composition which we then swap out with hand-crafted artwork."

He added, "Our studio recruits talent for their unique talent, not for their capacity to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past broken down the team's focused approach to this technology, categorizing its use into primary areas:

  • Streamlining Repetitive Work: This includes refining animations, dialogue cleanup, and technical processes like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create rough mock-ups of gameplay ideas to experiment with concepts prior to expensive implementation.
  • Long-Term Aspirations: Exploring how AI could one day facilitate emergent player agency, especially in simulating unforeseen permutations in a detailed game universe.

He specifically stated that key artistic areas — such as writing — are are absolutely not areas where the studio is cutting artistic involvement. Conversely, Larian is expanding its staff in these very fields.

"Our studio is neither launching a game with any AI components, nor looking at cutting teams to replace them with artificial intelligence," Vincke summarized.

Gabrielle Nunez
Gabrielle Nunez

A passionate esports coach and content creator with over a decade of experience in competitive gaming and player development.