The Creators of Baldur's Gate 3 Clarifies Its Application of Machine Learning for Upcoming Project

The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking a wave of hype within the gaming community. However, recent remarks from the company's lead designer have added clarity to the conversation, touching on the studio's approach toward AI tools.

A Tool for Ideation, Not Replacement

In a new clarification, Swen Vincke detailed that the company is employing machine learning for certain ancillary purposes. These include developing presentation materials, generating initial concept art, and creating draft text.

Notably, Vincke made clear that the shipping material in the game will be created solely by actual artists. "We are creating all the content in-house," he affirmed.

Larian is continuously expanding our team of storytellers and are actively forming dedicated writer rooms.

Given that visual development is being particularly mentioned — we currently have 23 visual developers and have roles to fill for more artists.

All our efforts we do is incremental and focused on letting our team spend greater focus on the creative process.

Any AI system used well is a boost to a artist's routine, not a replacement for their talent.

Addressing Concerns and Clarifying the Vision

The admission of using AI originally provoked unease among some the fanbase. In reply, Vincke issued more clarification on social media.

"We use machine learning to gather inspiration, just like we use search engines and reference books," he wrote. "During the very early brainstorming phase we use it as a simple sketch for composition which we then substitute with original illustrations."

He added, "Our studio recruits talent for their unique talent, not for their ability to replicate what a machine suggests."

Focused Uses for Machine Learning

Vincke had previously outlined the company's practical approach to this technology, categorizing its use into primary functions:

  • Automation of Tedious Tasks: Areas like refining animations, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Accelerated Iteration: Using systems to speedily create rough models of scenarios to validate concepts prior to expensive implementation.
  • Experimental Frontiers: Researching how machine learning could in the future facilitate innovative gameplay, specifically in simulating dynamic reactions in a complex RPG.

He clearly affirmed that core creative disciplines — such as writing — are are absolutely not departments where the studio is reducing artistic involvement. Conversely, Larian is recruiting more in these precise roles.

"Larian is neither launching a game with any AI components, and we are certainly not considering trimming down creatives to swap them out with artificial intelligence," Vincke summarized.

Shelby Buck
Shelby Buck

A cybersecurity specialist and tech writer with over a decade of experience in digital innovation and enterprise solutions.