The Creators of Baldur's Gate 3 Explains Its Implementation of AI Tools for Next Project

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, sparking a wave of anticipation within the gaming community. However, follow-up remarks from the company's co-founder have brought clarity to the conversation, addressing the developer's approach toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a latest clarification, the studio's founder outlined that the company is using AI technology for specific ancillary purposes. These involve fleshing out presentation materials, generating initial visual ideas, and drafting temporary dialogue.

Importantly, Vincke stressed that the end material in the game will be created entirely by real writers. "Our team is developing everything manually," he stated.

Larian is continuously increasing our pool of storytellers and are actively putting together writing teams.

Since concept art is being specifically referenced — we currently have over twenty artistic staff and have roles to fill for additional artists.

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

Every AI system implemented properly is a boost to a artist's process, not a substitute for their talent.

Tempering Reactions with Clear Intent

The admission of employing this technology originally provoked backlash among some the fanbase. In reaction, Vincke offered further clarification on public forums.

"Our team utilizes AI tools to explore references, just like we use search engines and reference books," he wrote. "During the initial ideation stages we use it as a simple sketch for structure which we then replace with original artwork."

He noted, "We've hired talent for their inherent skill, not for their ability to execute what a machine suggests."

Key Areas of AI Integration

Vincke had earlier outlined the team's targeted approach to machine learning, grouping its use into key areas:

  • Streamlining Repetitive Work: Areas like refining animations, voice editing, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using technology to speedily create simple models of scenarios to experiment with concepts prior to full implementation.
  • Experimental Frontiers: Investigating how machine learning could one day enhance new forms of player agency, particularly in simulating player-driven narratives in a detailed game universe.

He explicitly noted that central narrative domains — like visual art — are not departments where the team is reducing artistic involvement. Conversely, Larian is recruiting more in these exact fields.

"Larian is not launching a game with any AI components, and we are certainly not looking at cutting staff to swap them out with AI," Vincke summarized.

Ruth Davis
Ruth Davis

A digital artist and designer with over 8 years of experience specializing in vector graphics and creative visual storytelling.