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

The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, generating a wave of excitement within the player base. However, subsequent statements from the studio's lead designer have brought a new dimension to the discussion, touching on the developer's philosophy toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Swen Vincke explained that the developer is using machine learning for particular supporting functions. These involve developing pitch decks, generating rough visual ideas, and creating placeholder text.

Notably, Vincke emphasized that the end content in the game will be authored solely by real writers. "We are writing every line in-house," he affirmed.

Larian is constantly growing our pool of writers and are busily forming narrative groups.

Given that visual development is being explicitly called out — we right now have 23 artistic staff and have positions available for additional creatives.

Each initiative we do is supplementary and focused on letting our team spend greater focus on making content.

Any machine learning application implemented properly is additive to a artist's routine, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The news of AI usage initially generated unease among portions of the fanbase. In reply, Vincke offered further elaboration on public forums.

"Our team utilizes machine learning to research ideas, similar to we use the internet and art books," he explained. "In the very early brainstorming phase we use it as a basic framework for composition which we then replace with hand-crafted concept art."

He noted, "Our studio recruits talent for their inherent skill, not for their capacity to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past broken down the team's focused approach to machine learning, categorizing its use into key functions:

  • Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic versions of mechanics to test concepts before complete production.
  • Long-Term Aspirations: Exploring how machine learning could one day facilitate innovative reactivity, particularly in creating dynamic reactions in a complex RPG.

He explicitly noted that core creative areas — such as music composition — are are absolutely not areas where the company is reducing human talent. On the contrary, Larian is actively hiring in these precise fields.

"We are not shipping a game with machine-made assets, nor planning on cutting staff to replace them with artificial intelligence," Vincke summarized.

Alexander Pierce
Alexander Pierce

Mira Thorne is a tech journalist and AI researcher with over a decade of experience covering digital innovations and their impact on society.