The Creators of Baldur's Gate 3 Explains Its Use of AI Tools for Upcoming Divinity Game
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating immense excitement within the gaming community. However, recent remarks from the company's lead designer have added nuance to the discussion, touching on the team's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a latest statement, Larian's director outlined that the team is utilizing AI technology for specific supporting tasks. These include developing presentation materials, producing early-stage artistic references, and creating placeholder dialogue.
Importantly, Vincke emphasized that the shipping assets in the game will be authored exclusively by human writers. "We are developing everything manually," he stated.
Our studio is continuously expanding our pool of storytellers and are actively assembling dedicated writer rooms.
Since visual development is being particularly called out — we presently have 23 visual developers and have positions available for further creatives.
All our efforts we do is incremental and focused on having people spend additional energy on making content.
Every ML tool used well is a boost to a developer's process, never a stand-in for their skill.
Tempering Reactions with Clear Intent
The revelation of using AI at first provoked backlash among a segment of the community. In reply, Vincke offered additional detail on public forums.
"At Larian, we employ these tools to research ideas, similar to we use Google and physical media," he wrote. "In the very early planning process we use it as a basic framework for composition which we then swap out with authentic artwork."
He noted, "Larian brings on talent for their creative vision, not for their ability to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had earlier outlined the company's targeted method to machine learning, categorizing its use into key areas:
- Streamlining Repetitive Work: Areas like polishing mocap data, audio processing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build rough models of mechanics to experiment with concepts before full production.
- Long-Term Aspirations: Researching how machine learning could one day facilitate emergent player agency, particularly in creating unforeseen permutations in a detailed game universe.
He explicitly affirmed that central narrative domains — such as music composition — are are absolutely not departments where the team is reducing human talent. Conversely, Larian is recruiting more in these precise roles.
"We are not launching a game with AI-generated content, nor considering cutting staff to substitute them with AI," Vincke summarized.