The Creators of Baldur's Gate 3 Clarifies Its Use of Generative AI for Upcoming Divinity

The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, sparking a wave of hype within the player base. However, follow-up statements from the company's lead designer have added a new dimension to the narrative, addressing the team's philosophy toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, Swen Vincke outlined that the team is utilizing generative AI for certain ancillary functions. These include enhancing PowerPoint slides, generating rough visual ideas, and writing placeholder dialogue.

Importantly, Vincke stressed that the end material in the game will be authored entirely by actual writers. "We are writing every line ourselves," he said.

We are constantly expanding our roster of storytellers and are actively assembling narrative groups.

As visual development is being particularly referenced — we right now have twenty-three artistic staff and have positions available for more artists.

Each initiative we do is additive and aimed at having people spend more time on actual creation.

Any AI system used well is a boost to a developer's workflow, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The admission of AI usage at first provoked backlash among some the player base. In reply, Vincke provided further elaboration on social media.

"Our team utilizes AI tools to explore references, just like we use the internet and physical media," he wrote. "During the very early brainstorming phase we use it as a basic framework for layout which we then swap out with original illustrations."

He continued, "Larian brings on talent for their unique talent, not for their ability to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past outlined the team's focused method to AI and ML, grouping its use into three main areas:

  • Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to speedily create simple models of scenarios to test concepts prior to full development.
  • Long-Term Aspirations: Researching how AI could one day create emergent player agency, specifically in managing dynamic reactions in a complex RPG.

He specifically stated that key artistic domains — like music composition — are are absolutely not areas where the company is reducing artistic talent. In fact, Larian is expanding its staff in these precise fields.

"We are not launching a game with any AI components, nor looking at trimming down creatives to swap them out with artificial intelligence," Vincke summarized.

Patricia Campbell
Patricia Campbell

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