The Creators of Baldur's Gate 3 Clarifies Its Application of AI Tools for Next Divinity Game

The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, generating immense excitement within the player base. However, subsequent comments from the studio's figurehead have introduced nuance to the narrative, addressing the studio's stance toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, Swen Vincke outlined that the team is utilizing AI technology for specific supporting functions. These encompass developing presentation materials, creating initial visual ideas, and creating draft text.

Notably, Vincke made clear that the final material in the game will be authored solely by actual artists. "Our team is developing every line ourselves," he said.

Our studio is actively expanding our pool of writers and are currently forming dedicated writer rooms.

Since this area is being particularly called out — we presently have twenty-three concept artists and have roles to fill for additional talent.

All our efforts we do is incremental and aimed at enabling creatives to spend greater focus on actual creation.

Any machine learning application applied correctly is supplementary to a artist's workflow, not a replacement for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of using AI originally provoked unease among some the community. In reply, Vincke offered more clarification on online platforms.

"Our team utilizes AI tools to explore references, just like we use Google and reference books," he stated. "During the conceptual planning process we use it as a basic framework for layout which we then substitute with original concept art."

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

Three Pillars of Practical Application

Vincke had earlier broken down the company's focused method to this technology, categorizing its use into key pillars:

  • Handling Monotonous Jobs: This includes motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using tools to speedily create basic mock-ups of gameplay ideas to experiment with concepts before complete production.
  • Future Potential for Gameplay: Exploring how AI could in the future enhance emergent reactivity, especially in simulating unforeseen permutations in a detailed game universe.

He clearly noted that central narrative domains — like visual art — are are absolutely not fields where the team is cutting human talent. On the contrary, Larian is expanding its staff in these exact positions.

"We are not shipping a game with any AI components, nor considering trimming down teams to replace them with artificial intelligence," Vincke concluded.

Kelly Lowe
Kelly Lowe

Elena is a sports journalist with over a decade of experience covering major leagues and international tournaments.