The Creators of Baldur's Gate 3 Explains Its Use of Generative AI for Next Project

The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, creating immense hype within the industry. However, follow-up comments from the company's co-founder have introduced nuance to the narrative, touching on the developer's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a latest clarification, Larian's director explained that the developer is utilizing machine learning for certain supporting functions. These involve enhancing pitch decks, creating initial artistic references, and creating temporary text.

Importantly, Vincke stressed that the shipping content in the game will be authored solely by human artists. "Our team is developing everything ourselves," he stated.

We are actively expanding our team of concept artists and are currently putting together dedicated writer rooms.

Given that visual development is being explicitly referenced — we currently have twenty-three visual developers and have job openings for more creatives.

Everything we do is incremental and designed to having people spend more time on making content.

Every machine learning application implemented properly is a boost to a developer's workflow, not a replacement for their skill.

Responding to Feedback and Defining the Path

The admission of using AI at first generated concern among a segment of the fanbase. In reply, Vincke offered more clarification on online platforms.

"We use AI tools to gather inspiration, just like we use Google and art books," he stated. "During the initial planning process we use it as a simple sketch for layout which we then replace with hand-crafted artwork."

He added, "Larian brings on talent for their inherent skill, not for their capacity to replicate what a algorithm proposes."

Three Pillars of Practical Application

Vincke had previously detailed the studio's practical method to this technology, grouping its use into primary functions:

  • Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using technology to quickly build rough models of gameplay ideas to experiment with concepts ahead of full development.
  • Experimental Frontiers: Investigating how AI could eventually create new forms of player agency, particularly in creating dynamic reactions in a complex RPG.

He specifically affirmed that central narrative domains — like visual art — are are in no way areas where the studio is cutting human involvement. Conversely, Larian is expanding its staff in these very positions.

"Larian is not releasing a game with machine-made assets, and we are certainly not looking at reducing teams to substitute them with AI," Vincke concluded.

Christina Simmons
Christina Simmons

A seasoned journalist with over a decade of experience in investigative reporting and political analysis, focusing on European affairs.