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

The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, sparking significant hype within the player base. However, follow-up comments from the studio's lead designer have introduced a new dimension to the narrative, focusing on the studio's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a latest message, the studio's founder detailed that the company is using generative AI for particular supporting tasks. These involve fleshing out presentation materials, creating rough visual ideas, and creating draft copy.

Crucially, Vincke stressed that the shipping content in the game will be created solely by actual creatives. "Our team is developing every line ourselves," he said.

Our studio is continuously increasing our team of storytellers and are actively putting together dedicated writer rooms.

Given that concept art is being specifically called out — we presently have twenty-three visual developers and have roles to fill for further artists.

All our efforts we do is additive and aimed at having people spend additional energy on making content.

Any ML tool implemented properly is a boost to a developer's process, not a replacement for their skill.

Tempering Reactions with Clear Intent

The news of employing this technology originally sparked concern among portions of the player base. In reaction, Vincke issued more elaboration on online platforms.

"At Larian, we employ these tools to research ideas, in the same way we use the internet and reference books," he stated. "In the initial planning process we use it as a basic framework for composition which we then substitute with authentic illustrations."

He continued, "Larian brings on talent for their unique talent, not for their capacity to follow what a algorithm proposes."

Key Areas of AI Integration

Vincke had previously outlined the company's targeted strategy to this technology, defining its use into key pillars:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to quickly build rough mock-ups of gameplay ideas to test concepts prior to complete development.
  • Future Potential for Gameplay: Investigating how machine learning could eventually enhance new forms of gameplay, particularly in simulating unforeseen permutations in a detailed game universe.

He specifically affirmed that central narrative areas — such as visual art — are are absolutely not fields where the company is cutting creative talent. In fact, Larian is expanding its staff in these exact positions.

"Our studio is neither releasing a game with any AI components, and we are certainly not planning on cutting staff to swap them out with artificial intelligence," Vincke summarized.

Marissa Massey
Marissa Massey

A tech journalist and futurist with a passion for exploring how emerging technologies shape society and daily life.