Larian Studios Explains Its Implementation of Machine Learning for Upcoming Divinity
The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating significant excitement within the gaming community. However, recent statements from the studio's co-founder have introduced nuance to the conversation, focusing on the developer's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest statement, the studio's founder outlined that the company is employing generative AI for specific preliminary tasks. These involve developing PowerPoint slides, creating early-stage artistic references, and drafting draft dialogue.
Notably, Vincke stressed that the end assets in the game will be crafted solely by real artists. "We are writing all the content ourselves," he stated.
Our studio is actively expanding our roster of storytellers and are busily putting together dedicated writer rooms.
Given that concept art is being specifically referenced — we right now have over twenty artistic staff and have positions available for additional creatives.
Everything we do is supplementary and designed to letting our team spend greater focus on the creative process.
Every machine learning application applied correctly is additive to a creative team workflow, not a substitute for their skill.
Addressing Concerns and Clarifying the Vision
The news of using AI initially sparked concern among some the fanbase. In reply, Vincke provided more detail on social media.
"We use AI tools to gather inspiration, similar to we use Google and physical media," he explained. "During the initial ideation stages we use it as a rough outline for layout which we then substitute with authentic illustrations."
He continued, "Larian brings on creatives for their creative vision, not for their ability to execute what a AI generates."
Focused Uses for Machine Learning
Vincke had earlier broken down the company's practical method to this technology, defining its use into three main functions:
- Handling Monotonous Jobs: Areas like polishing mocap data, audio processing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build rough mock-ups of mechanics to validate concepts before full development.
- Experimental Frontiers: Researching how AI could in the future enhance new forms of player agency, especially in simulating player-driven narratives in a vast role-playing world.
He explicitly affirmed that core creative areas — including music composition — are are absolutely not departments where the company is replacing artistic input. In fact, Larian is expanding its staff in these exact fields.
"Our studio is neither launching a game with AI-generated content, nor looking at cutting staff to swap them out with artificial intelligence," Vincke concluded.