The Creators of Baldur's Gate 3 Details Its Use of Machine Learning for Next Divinity Game

The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, generating significant hype within the player base. However, recent statements from the studio's figurehead have added clarity to the narrative, addressing the studio's philosophy toward machine learning.

A Tool for Ideation, Not Replacement

In a latest statement, the studio's founder explained that the team is utilizing machine learning for specific supporting functions. These involve fleshing out PowerPoint slides, generating early-stage concept art, and creating temporary dialogue.

Importantly, Vincke stressed that the end material in the game will be authored entirely by actual creatives. "Our team is developing all the content manually," he stated.

Our studio is actively increasing our roster of concept artists and are busily putting together dedicated writer rooms.

Since concept art is being explicitly referenced — we right now have over twenty artistic staff and have job openings for additional talent.

Everything we do is supplementary and aimed at having people spend greater focus on making content.

Every AI system used well is a boost to a developer's workflow, never a stand-in for their craft.

Responding to Feedback and Defining the Path

The revelation of using AI originally generated unease among portions of the community. In reaction, Vincke issued further detail on online platforms.

"We use AI tools to gather inspiration, in the same way we use the internet and art books," he wrote. "During the initial ideation stages we use it as a simple sketch for layout which we then substitute with authentic illustrations."

He continued, "We've hired artists for their inherent skill, not for their ability to execute what a machine suggests."

Key Areas of AI Integration

Vincke had previously outlined the team's practical strategy to machine learning, grouping its use into key functions:

  • Handling Monotonous Jobs: This encompasses motion capture cleaning, voice editing, and technical processes like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to quickly build rough models of gameplay ideas to validate concepts before expensive implementation.
  • Experimental Frontiers: Researching how AI could eventually create new forms of reactivity, especially in creating dynamic reactions in a complex RPG.

He specifically noted that central narrative areas — including writing — are not departments where the company is reducing human input. On the contrary, Larian is expanding its staff in these precise positions.

"Our studio is neither launching a game with any AI components, nor considering cutting staff to swap them out with artificial intelligence," Vincke concluded.

Peter Allen
Peter Allen

A tech enthusiast and hardware reviewer specializing in storage solutions and system performance optimization.