The Creators of Baldur's Gate 3 Explains Its Use of Machine Learning for Next Project

The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, generating a wave of anticipation within the gaming community. However, subsequent statements from the studio's lead designer have added nuance to the conversation, touching on the developer's approach toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, the studio's founder outlined that the team is using generative AI for specific ancillary tasks. These include developing presentation materials, creating initial visual ideas, and creating placeholder copy.

Importantly, Vincke made clear that the end material in the game will be crafted solely by actual creatives. "Larian is developing all the content ourselves," he affirmed.

We are actively increasing our team of writers and are currently assembling dedicated writer rooms.

Given that concept art is being specifically mentioned — we presently have twenty-three concept artists and have roles to fill for additional creatives.

Everything we do is supplementary and aimed at having people spend additional energy on actual creation.

Every ML tool applied correctly is supplementary to a creative team workflow, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The news of using AI initially sparked concern among portions of the player base. In response, Vincke offered additional clarification on online platforms.

"Our team utilizes AI tools to explore references, in the same way we use the internet and art books," he stated. "In the very early ideation stages we use it as a simple sketch for layout which we then replace with authentic illustrations."

He continued, "Larian brings on artists for their unique talent, not for their willingness to execute what a AI generates."

Key Areas of AI Integration

Vincke had previously outlined the company's focused method to this technology, grouping its use into key areas:

  • Streamlining Repetitive Work: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to speedily create rough models of mechanics to test concepts ahead of expensive implementation.
  • Future Potential for Gameplay: Exploring how AI could one day enhance emergent gameplay, especially in creating dynamic reactions in a detailed game universe.

He specifically noted that key artistic disciplines — including music composition — are are absolutely not departments where the studio is reducing human talent. On the contrary, Larian is recruiting more in these precise fields.

"We are neither shipping a game with machine-made assets, and we are certainly not looking at cutting teams to substitute them with AI," Vincke summarized.

Gerald Sanford
Gerald Sanford

A digital strategist with over 8 years of experience in tech innovation and content creation, passionate about sharing practical insights.