The Creators of Baldur's Gate 3 Details Its Implementation of AI Tools for Upcoming Project

The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, creating immense anticipation within the industry. However, follow-up statements from the studio's figurehead have brought a new dimension to the conversation, focusing on the developer's approach toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, Swen Vincke detailed that the developer is utilizing machine learning for particular ancillary tasks. These encompass fleshing out pitch decks, generating initial artistic references, and drafting draft text.

Crucially, Vincke stressed that the final material in the game will be authored entirely by real artists. "Larian is developing all the content in-house," he said.

We are actively increasing our pool of concept artists and are currently forming narrative groups.

Given that this area is being explicitly referenced — we presently have over twenty visual developers and have roles to fill for more creatives.

All our efforts we do is additive and designed to letting our team spend additional energy on making content.

Any AI system used well is supplementary to a artist's process, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The news of employing this technology originally sparked concern among some the player base. In reply, Vincke offered additional elaboration on public forums.

"We use AI tools to gather inspiration, just like we use the internet and reference books," he wrote. "In the very early ideation stages we use it as a simple sketch for structure which we then swap out with authentic concept art."

He added, "We've hired creatives for their inherent skill, not for their willingness to replicate what a algorithm proposes."

Key Areas of AI Integration

Vincke had earlier detailed the company's targeted strategy to machine learning, grouping its use into three main areas:

  • Handling Monotonous Jobs: This encompasses motion capture cleaning, voice editing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype rough mock-ups of mechanics to validate concepts prior to expensive implementation.
  • Long-Term Aspirations: Investigating how machine learning could eventually create new forms of gameplay, especially in simulating unforeseen permutations in a detailed game universe.

He clearly stated that core creative areas — like music composition — are are absolutely not departments where the team is cutting artistic input. Conversely, Larian is recruiting more in these precise roles.

"Larian is not shipping a game with any AI components, nor planning on trimming down creatives to substitute them with AI," Vincke stated definitively.

April Campbell
April Campbell

An avid hiker and writer who blends nature exploration with poetic storytelling.