The Creators of Baldur's Gate 3 Details Its Application of Machine Learning for Next Project

The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, sparking immense excitement within the player base. However, subsequent statements from the studio's co-founder have brought a new dimension to the conversation, focusing on the team's approach toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a new message, Larian's director explained that the company is utilizing machine learning for particular preliminary purposes. These involve enhancing presentation materials, creating rough concept art, and drafting draft dialogue.

Crucially, Vincke emphasized that the end content in the game will be authored entirely by human creatives. "Larian is creating all the content manually," he affirmed.

We are continuously increasing our team of storytellers and are actively forming narrative groups.

As visual development is being specifically referenced — we presently have 23 visual developers and have job openings for additional creatives.

All our efforts we do is incremental and aimed at letting our team spend additional energy on the creative process.

Any AI system applied correctly is additive to a creative team process, not a substitute for their skill.

Tempering Reactions with Clear Intent

The revelation of AI usage at first sparked unease among some the community. In response, Vincke offered additional clarification on public forums.

"We use AI tools to research ideas, just like we use search engines and reference books," he explained. "During the conceptual ideation stages we use it as a simple sketch for structure which we then substitute with authentic artwork."

He continued, "We've hired artists for their creative vision, not for their capacity to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had earlier outlined the team's targeted strategy to machine learning, defining its use into primary pillars:

  • Automation of Tedious Tasks: This encompasses polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build basic versions of mechanics to validate concepts before complete implementation.
  • Long-Term Aspirations: Investigating how machine learning could one day create innovative gameplay, particularly in managing player-driven narratives in a detailed game universe.

He clearly noted that core creative areas — such as visual art — are are in no way fields where the studio is replacing artistic involvement. Conversely, Larian is actively hiring in these precise fields.

"We are not shipping a game with machine-made assets, and we are certainly not planning on trimming down staff to substitute them with AI," Vincke summarized.

George Mullins
George Mullins

A professional gamer and strategy analyst with over a decade of experience in competitive esports.