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

The team behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, sparking a wave of excitement within the gaming community. However, follow-up statements from the studio's lead designer have added nuance to the discussion, focusing on the team's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, the studio's founder detailed that the team is utilizing machine learning for particular preliminary purposes. These include fleshing out presentation materials, producing early-stage artistic references, and writing draft dialogue.

Notably, Vincke emphasized that the shipping assets in the game will be created exclusively by human artists. "Our team is developing everything manually," he affirmed.

We are continuously growing our pool of storytellers and are actively forming writing teams.

Given that this area is being explicitly referenced — we presently have 23 artistic staff and have positions available for additional artists.

Each initiative we do is incremental and designed to letting our team spend additional energy on actual creation.

Any ML tool implemented properly is a boost to a developer's routine, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The revelation of employing this technology initially provoked unease among portions of the player base. In response, Vincke offered more detail on online platforms.

"Our team utilizes machine learning to gather inspiration, just like we use Google and art books," he wrote. "During the initial brainstorming phase we use it as a basic framework for structure which we then swap out with hand-crafted concept art."

He added, "Our studio recruits talent for their inherent skill, not for their ability to execute what a machine suggests."

Key Areas of AI Integration

Vincke had previously detailed the studio's practical approach to machine learning, grouping its use into primary functions:

  • Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Accelerated Iteration: Using technology to rapidly prototype basic versions of mechanics to experiment with concepts prior to full implementation.
  • Future Potential for Gameplay: Investigating how machine learning could in the future enhance innovative player agency, specifically in simulating unforeseen permutations in a detailed game universe.

He clearly affirmed that central narrative areas — like visual art — are are in no way fields where the company is cutting creative talent. On the contrary, Larian is expanding its staff in these very positions.

"Our studio is neither shipping a game with any AI components, nor planning on reducing teams to swap them out with AI," Vincke concluded.

Robert Johnson
Robert Johnson

A digital nomad and lifestyle blogger passionate about minimalist design and sustainable living, sharing experiences from travels across Europe.