The Creators of Baldur's Gate 3 Clarifies Its Application of Machine Learning for Upcoming Divinity

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, sparking significant anticipation within the player base. However, follow-up comments from the studio's lead designer have introduced nuance to the conversation, touching on the studio's philosophy toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a recent clarification, Larian's director explained that the team is utilizing machine learning for certain ancillary functions. These include enhancing presentation materials, producing early-stage concept art, and creating placeholder text.

Importantly, Vincke made clear that the shipping material in the game will be crafted exclusively by actual creatives. "Our team is developing everything manually," he said.

Our studio is constantly increasing our pool of storytellers and are busily putting together dedicated writer rooms.

Since visual development is being explicitly called out — we right now have 23 artistic staff and have roles to fill for additional talent.

Each initiative we do is additive and aimed at letting our team spend additional energy on actual creation.

Every machine learning application used well is additive to a creative team workflow, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of using AI originally generated backlash among a segment of the community. In reply, Vincke offered more elaboration on public forums.

"Our team utilizes AI tools to research ideas, similar to we use Google and physical media," he explained. "In the very early ideation stages we use it as a rough outline for structure which we then replace with original illustrations."

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

Key Areas of AI Integration

Vincke had earlier broken down the company's focused method to machine learning, categorizing its use into primary pillars:

  • Handling Monotonous Jobs: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using technology to speedily create rough versions of scenarios to test concepts ahead of expensive implementation.
  • Long-Term Aspirations: Investigating how AI could eventually create innovative reactivity, specifically in managing player-driven narratives in a vast role-playing world.

He explicitly noted that key artistic disciplines — such as visual art — are not areas where the studio is reducing artistic input. Conversely, Larian is expanding its staff in these precise positions.

"Our studio is not shipping a game with any AI components, and we are certainly not planning on cutting creatives to swap them out with artificial intelligence," Vincke stated definitively.

Joshua Werner
Joshua Werner

A Berlin-based cultural writer with over a decade of experience exploring Germany's traditions and modern life.