The Creators of Baldur's Gate 3 Explains Its Application of Generative AI for Next Divinity Game

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, creating immense excitement within the player base. However, subsequent statements from the company's figurehead have introduced nuance to the conversation, addressing the studio's philosophy toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a latest message, Swen Vincke explained that the team is using generative AI for particular ancillary purposes. These involve developing pitch decks, creating initial visual ideas, and writing draft text.

Notably, Vincke emphasized that the final assets in the game will be authored entirely by real creatives. "Our team is creating everything in-house," he stated.

Larian is continuously increasing our pool of concept artists and are actively forming narrative groups.

Given that this area is being explicitly referenced — we presently have 23 concept artists and have positions available for further artists.

Each initiative we do is supplementary and focused on having people spend additional energy on actual creation.

Any AI system used well is additive to a developer's workflow, not a replacement for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology at first provoked backlash among portions of the player base. In response, Vincke issued additional detail on public forums.

"We use these tools to research ideas, similar to we use Google and art books," he stated. "During the initial planning process we use it as a rough outline for structure which we then substitute with authentic artwork."

He continued, "Our studio recruits creatives for their creative vision, not for their capacity to follow what a algorithm proposes."

Key Areas of AI Integration

Vincke had previously detailed the studio's practical strategy to machine learning, grouping its use into key pillars:

  • Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and pipeline-specific tasks like adjusting assets for various species.
  • Accelerated Iteration: Using systems to speedily create simple versions of mechanics to experiment with concepts ahead of expensive production.
  • Experimental Frontiers: Exploring how AI could eventually enhance new forms of player agency, particularly in managing dynamic reactions in a vast role-playing world.

He clearly stated that key artistic domains — like writing — are are absolutely not fields where the team is reducing human input. Conversely, Larian is expanding its staff in these precise roles.

"Our studio is not shipping a game with any AI components, nor planning on cutting staff to swap them out with AI," Vincke stated definitively.

Cathy Blake
Cathy Blake

A seasoned gaming analyst with over a decade of experience in online casinos and slot machine mechanics.

May 2026 Blog Roll