The Creators of Baldur's Gate 3 Clarifies Its Implementation of Machine Learning for Next Project

The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, creating significant hype within the industry. However, subsequent remarks from the studio's lead designer have introduced clarity to the narrative, addressing the developer's approach toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, Swen Vincke explained that the company is employing generative AI for particular ancillary purposes. These encompass developing pitch decks, creating early-stage concept art, and creating placeholder text.

Crucially, Vincke made clear that the end assets in the game will be crafted entirely by human creatives. "Larian is writing every line manually," he stated.

Our studio is constantly expanding our pool of writers and are actively forming narrative groups.

Given that concept art is being specifically called out — we right now have twenty-three artistic staff and have job openings for additional talent.

Everything we do is additive and focused on letting our team spend additional energy on the creative process.

Any machine learning application implemented properly is supplementary to a developer's workflow, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The revelation of employing this technology at first provoked backlash among portions of the community. In reply, Vincke issued additional elaboration on online platforms.

"We use machine learning to explore references, just like we use search engines and reference books," he explained. "In the conceptual brainstorming phase we use it as a basic framework for structure which we then substitute with hand-crafted artwork."

He noted, "We've hired talent for their inherent skill, not for their capacity to replicate what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past broken down the studio's practical method to this technology, defining its use into three main pillars:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using technology to speedily create rough mock-ups of mechanics to experiment with concepts before complete development.
  • Long-Term Aspirations: Investigating how machine learning could in the future create new forms of reactivity, particularly in creating dynamic reactions in a vast role-playing world.

He clearly noted that central narrative areas — including writing — are are in no way areas where the studio is reducing artistic input. On the contrary, Larian is recruiting more in these exact roles.

"Larian is neither shipping a game with AI-generated content, and we are certainly not planning on cutting creatives to substitute them with artificial intelligence," Vincke summarized.

Sheena Martin
Sheena Martin

A digital nomad and minimalist lifestyle coach, sharing strategies for intentional living and sustainable habits.