The Creators of Baldur's Gate 3 Clarifies Its Implementation of Generative AI for New Divinity

The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, generating a wave of excitement within the gaming community. However, subsequent remarks from the company's figurehead have added a new dimension to the discussion, touching on the developer's philosophy toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a recent message, Larian's director outlined that the team is employing generative AI for particular ancillary functions. These include enhancing pitch decks, generating rough artistic references, and writing temporary dialogue.

Crucially, Vincke stressed that the final assets in the game will be authored exclusively by human creatives. "Larian is creating all the content in-house," he said.

We are constantly increasing our team of writers and are currently assembling narrative groups.

As visual development is being particularly mentioned — we currently have over twenty artistic staff and have positions available for additional talent.

Everything we do is additive and focused on enabling creatives to spend more time on making content.

Every ML tool used well is additive to a developer's process, never a stand-in for their talent.

Tempering Reactions with Clear Intent

The revelation of employing this technology initially provoked backlash among portions of the community. In reaction, Vincke provided additional clarification on online platforms.

"At Larian, we employ AI tools to research ideas, just like we use search engines and art books," he stated. "In the very early brainstorming phase we use it as a simple sketch for composition which we then swap out with authentic concept art."

He noted, "Our studio recruits creatives for their inherent skill, not for their ability to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had previously broken down the studio's practical strategy to this technology, grouping its use into primary pillars:

  • Automation of Tedious Tasks: Areas like refining animations, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using tools to quickly build basic versions of gameplay ideas to experiment with concepts prior to complete production.
  • Future Potential for Gameplay: Investigating how machine learning could one day facilitate innovative player agency, specifically in managing dynamic reactions in a complex RPG.

He specifically noted that central narrative domains — such as writing — are are in no way departments where the company is cutting creative input. Conversely, Larian is actively hiring in these exact roles.

"We are not releasing a game with any AI components, and we are certainly not planning on reducing staff to swap them out with AI," Vincke summarized.

Craig Clark
Craig Clark

A seasoned betting analyst with over a decade of experience in sports statistics and risk assessment, specializing in European football markets.