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

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating immense hype within the player base. However, subsequent statements from the studio's co-founder have introduced clarity to the conversation, focusing on the developer's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a recent clarification, Larian's director detailed that the company is employing AI technology for certain preliminary purposes. These involve developing pitch decks, generating early-stage visual ideas, and creating draft text.

Crucially, Vincke emphasized that the final material in the game will be authored entirely by real writers. "Our team is writing every line in-house," he said.

Our studio is actively increasing our roster of writers and are busily putting together narrative groups.

As concept art is being explicitly mentioned — we currently have over twenty artistic staff and have roles to fill for additional creatives.

All our efforts we do is additive and designed to letting our team spend greater focus on the creative process.

Any machine learning application used well is supplementary to a creative team workflow, not a replacement for their craft.

Responding to Feedback and Defining the Path

The revelation of employing this technology originally generated backlash among portions of the community. In reply, Vincke issued more elaboration on social media.

"At Larian, we employ AI tools to explore references, just like we use search engines and physical media," he stated. "In the very early ideation stages we use it as a simple sketch for structure which we then substitute with hand-crafted illustrations."

He noted, "Larian brings on creatives for their unique talent, not for their willingness to follow what a algorithm proposes."

Three Pillars of Practical Application

Vincke had in the past broken down the studio's targeted method to machine learning, grouping its use into primary functions:

  • Automation of Tedious Tasks: Areas like refining animations, audio processing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build basic models of scenarios to validate concepts before complete production.
  • Experimental Frontiers: Investigating how machine learning could one day create innovative reactivity, particularly in managing dynamic reactions in a complex RPG.

He clearly noted that core creative areas — including visual art — are are absolutely not areas where the company is cutting artistic talent. Conversely, Larian is actively hiring in these very roles.

"Larian is neither shipping a game with machine-made assets, and we are certainly not considering trimming down creatives to substitute them with AI," Vincke stated definitively.

James Palmer
James Palmer

A tech journalist and digital strategist with over a decade of experience covering emerging technologies and their societal impacts.