The Creators of Baldur's Gate 3 Explains Its Use of Generative AI for New Project

The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating significant hype within the gaming community. However, recent comments from the company's figurehead have added clarity to the discussion, focusing on the developer's stance toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, the studio's founder explained that the team is utilizing generative AI for particular preliminary purposes. These involve developing pitch decks, creating rough visual ideas, and drafting draft text.

Crucially, Vincke made clear that the shipping material in the game will be created entirely by actual artists. "We are developing every line manually," he said.

Our studio is actively increasing our team of concept artists and are actively putting together dedicated writer rooms.

Since concept art is being specifically referenced — we presently have over twenty artistic staff and have job openings for further creatives.

Each initiative we do is incremental and focused on enabling creatives to spend more time on the creative process.

Any ML tool used well is additive to a developer's routine, never a stand-in for their talent.

Tempering Reactions with Clear Intent

The news of using AI originally generated unease among some the fanbase. In response, Vincke offered more elaboration on social media.

"Our team utilizes machine learning to gather inspiration, similar to we use Google and reference books," he stated. "In the very early planning process we use it as a rough outline for structure which we then replace with hand-crafted concept art."

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

Three Pillars of Practical Application

Vincke had in the past outlined the company's focused approach to AI and ML, categorizing its use into primary functions:

  • Handling Monotonous Jobs: This includes refining animations, audio processing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic versions of gameplay ideas to validate concepts prior to full development.
  • Long-Term Aspirations: Investigating how AI could in the future enhance emergent gameplay, especially in managing player-driven narratives in a detailed game universe.

He clearly noted that central narrative areas — such as writing — are are in no way areas where the team is replacing creative talent. On the contrary, Larian is actively hiring in these very roles.

"Larian is neither releasing a game with AI-generated content, and we are certainly not looking at reducing teams to swap them out with AI," Vincke stated definitively.

Melissa Sanchez
Melissa Sanchez

A tech enthusiast and business strategist with over a decade of experience in digital transformation and startup consulting.