The Creators of Baldur's Gate 3 Explains Its Implementation of Generative AI for Upcoming Divinity Game

The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, creating a wave of hype within the player base. However, follow-up remarks from the company's lead designer have added clarity to the discussion, addressing the developer's philosophy toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a recent statement, Swen Vincke explained that the company is employing AI technology for certain preliminary tasks. These include developing presentation materials, producing initial concept art, and creating placeholder copy.

Importantly, Vincke made clear that the final material in the game will be created solely by actual creatives. "Our team is developing everything in-house," he said.

We are actively increasing our roster of storytellers and are busily putting together writing teams.

As concept art is being specifically mentioned — we right now have twenty-three artistic staff and have roles to fill for more artists.

All our efforts we do is supplementary and focused on enabling creatives to spend more time on making content.

Any AI system implemented properly is additive to a developer's workflow, not a substitute for their talent.

Tempering Reactions with Clear Intent

The revelation of employing this technology at first provoked backlash among portions of the player base. In reply, Vincke issued additional elaboration on public forums.

"At Larian, we employ AI tools to research ideas, in the same way we use Google and art books," he explained. "In the conceptual brainstorming phase we use it as a rough outline for structure which we then replace with original artwork."

He noted, "Our studio recruits artists for their unique talent, not for their capacity to replicate what a algorithm proposes."

Key Areas of AI Integration

Vincke had in the past broken down the studio's targeted approach to this technology, defining its use into primary areas:

  • Streamlining Repetitive Work: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create basic mock-ups of mechanics to validate concepts prior to full implementation.
  • Future Potential for Gameplay: Exploring how machine learning could eventually create innovative reactivity, specifically in managing player-driven narratives in a complex RPG.

He clearly affirmed that key artistic domains — such as music composition — are not areas where the team is reducing human input. In fact, Larian is recruiting more in these very fields.

"We are not shipping a game with machine-made assets, and we are certainly not planning on trimming down staff to substitute them with artificial intelligence," Vincke summarized.

Kenneth Bell
Kenneth Bell

A tech strategist and writer passionate about digital transformation and emerging technologies.