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

The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, generating significant anticipation within the gaming community. However, recent remarks from the studio's figurehead have brought a new dimension to the narrative, addressing the team's philosophy toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Larian's director explained that the company is using AI technology for certain ancillary functions. These involve developing pitch decks, producing rough concept art, and drafting draft copy.

Importantly, Vincke stressed that the end assets in the game will be authored entirely by real writers. "We are writing all the content manually," he affirmed.

We are continuously expanding our pool of storytellers and are busily putting together narrative groups.

Given that concept art is being specifically referenced — we presently have twenty-three visual developers and have positions available for additional creatives.

Everything we do is incremental and designed to letting our team spend more time on actual creation.

Any AI system used well is a boost to a creative team process, not a replacement for their craft.

Responding to Feedback and Defining the Path

The news of using AI originally provoked concern among a segment of the fanbase. In reply, Vincke issued additional clarification on social media.

"Our team utilizes these tools to research ideas, just like we use Google and physical media," he stated. "During the initial planning process we use it as a simple sketch for structure which we then substitute with authentic artwork."

He noted, "We've hired artists for their creative vision, not for their ability to follow what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past broken down the team's focused strategy to machine learning, grouping its use into three main areas:

  • Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Accelerated Iteration: Using technology to speedily create rough versions of gameplay ideas to experiment with concepts ahead of full production.
  • Long-Term Aspirations: Researching how machine learning could in the future create emergent reactivity, especially in simulating player-driven narratives in a vast role-playing world.

He specifically affirmed that central narrative disciplines — including writing — are are absolutely not fields where the team is reducing human involvement. On the contrary, Larian is recruiting more in these precise positions.

"Our studio is not releasing a game with machine-made assets, nor considering reducing staff to substitute them with AI," Vincke summarized.

Wayne Johnson
Wayne Johnson

Elara is a seasoned adventurer and travel writer with a passion for exploring remote landscapes and sharing sustainable travel insights.