The Creators of Baldur's Gate 3 Explains Its Application of Machine Learning for New Divinity Game

The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking immense anticipation within the industry. However, follow-up statements from the studio's co-founder have added clarity to the narrative, touching on the studio's philosophy toward machine learning.

A Tool for Ideation, Not Replacement

In a new message, Swen Vincke outlined that the team is employing AI technology for certain ancillary functions. These include enhancing pitch decks, producing rough visual ideas, and drafting temporary text.

Crucially, Vincke stressed that the shipping assets in the game will be created entirely by human writers. "Larian is developing every line in-house," he affirmed.

Our studio is continuously growing our team of storytellers and are busily putting together writing teams.

Since concept art is being specifically mentioned — we right now have 23 artistic staff and have job openings for additional artists.

Each initiative we do is additive and aimed at enabling creatives to spend more time on making content.

Any AI system applied correctly is a boost to a creative team process, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology originally generated backlash among portions of the community. In reply, Vincke issued more detail on public forums.

"At Larian, we employ machine learning to research ideas, in the same way we use search engines and physical media," he explained. "In the very early brainstorming phase we use it as a basic framework for layout which we then swap out with hand-crafted artwork."

He continued, "We've hired artists for their inherent skill, not for their capacity to replicate what a algorithm proposes."

Key Areas of AI Integration

Vincke had previously broken down the company's targeted strategy to AI and ML, categorizing its use into three main functions:

  • Handling Monotonous Jobs: This encompasses refining animations, voice editing, and Larian-specific work like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype simple mock-ups of gameplay ideas to experiment with concepts prior to expensive production.
  • Long-Term Aspirations: Exploring how machine learning could eventually create innovative player agency, particularly in simulating unforeseen permutations in a vast role-playing world.

He clearly affirmed that central narrative domains — like writing — are not fields where the team is reducing creative input. On the contrary, Larian is recruiting more in these precise fields.

"Larian is not launching a game with AI-generated content, nor considering trimming down staff to swap them out with AI," Vincke stated definitively.

Tony Stephens
Tony Stephens

A digital strategist with over a decade of experience in tech consulting and innovation, specializing in AI integration and market disruption.