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

The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, sparking immense anticipation within the industry. However, follow-up statements from the studio's co-founder have added clarity to the discussion, focusing on the team's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a new message, Larian's director explained that the developer is employing AI technology for specific preliminary functions. These involve fleshing out PowerPoint slides, producing rough artistic references, and creating placeholder copy.

Notably, Vincke emphasized that the shipping material in the game will be crafted entirely by real artists. "Larian is creating everything in-house," he affirmed.

Our studio is actively growing our team of concept artists and are currently putting together writing teams.

Since concept art is being particularly mentioned — we currently have over twenty visual developers and have roles to fill for more talent.

All our efforts we do is incremental and aimed at having people spend additional energy on making content.

Any ML tool used well is additive to a artist's process, not a replacement for their craft.

Responding to Feedback and Defining the Path

The admission of employing this technology initially sparked concern among a segment of the community. In response, Vincke issued further detail on public forums.

"Our team utilizes these tools to research ideas, just like we use Google and art books," he wrote. "During the very early brainstorming phase we use it as a simple sketch for composition which we then substitute with original concept art."

He continued, "Our studio recruits talent for their unique talent, not for their willingness to execute what a machine suggests."

Key Areas of AI Integration

Vincke had earlier outlined the company's targeted strategy to AI and ML, grouping its use into three main functions:

  • Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create simple models of gameplay ideas to experiment with concepts prior to complete production.
  • Future Potential for Gameplay: Investigating how AI could one day enhance innovative gameplay, specifically in creating unforeseen permutations in a detailed game universe.

He explicitly noted that key artistic disciplines — including music composition — are are in no way departments where the studio is cutting creative talent. In fact, Larian is expanding its staff in these very fields.

"We are neither releasing a game with any AI components, nor considering cutting teams to substitute them with artificial intelligence," Vincke summarized.

David West
David West

A digital artist and design consultant with over a decade of experience in visual storytelling and creative innovation.