🔗 Share this article Larian Studios Details Its Implementation of Machine Learning for Upcoming Divinity Game The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, generating significant anticipation within the industry. However, subsequent comments from the company's figurehead have brought a new dimension to the narrative, addressing the team's stance toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a new message, Swen Vincke detailed that the company is using machine learning for specific ancillary tasks. These include developing pitch decks, producing early-stage concept art, and drafting temporary dialogue. Crucially, Vincke stressed that the end content in the game will be created entirely by human artists. "Larian is developing all the content in-house," he stated. We are actively increasing our roster of writers and are currently putting together dedicated writer rooms. As visual development is being particularly referenced — we right now have twenty-three artistic staff and have positions available for more talent. Each initiative we do is supplementary and designed to letting our team spend additional energy on the creative process. Any AI system applied correctly is a boost to a artist's workflow, not a substitute for their talent. Responding to Feedback and Defining the Path The admission of using AI originally generated unease among portions of the player base. In reply, Vincke provided further detail on social media. "We use these tools to research ideas, similar to we use search engines and art books," he explained. "During the conceptual brainstorming phase we use it as a simple sketch for structure which we then swap out with hand-crafted illustrations." He continued, "Our studio recruits creatives for their inherent skill, not for their willingness to replicate what a machine suggests." Focused Uses for Machine Learning Vincke had in the past broken down the company's focused approach to AI and ML, categorizing its use into primary functions: Handling Monotonous Jobs: This includes motion capture cleaning, voice editing, and pipeline-specific tasks like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using systems to quickly build basic models of gameplay ideas to validate concepts before complete production. Experimental Frontiers: Exploring how AI could eventually create emergent player agency, especially in creating dynamic reactions in a vast role-playing world. He explicitly affirmed that central narrative domains — including music composition — are not fields where the company is cutting human input. In fact, Larian is actively hiring in these very positions. "Our studio is neither launching a game with machine-made assets, and we are certainly not considering cutting teams to replace them with AI," Vincke summarized.
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, generating significant anticipation within the industry. However, subsequent comments from the company's figurehead have brought a new dimension to the narrative, addressing the team's stance toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a new message, Swen Vincke detailed that the company is using machine learning for specific ancillary tasks. These include developing pitch decks, producing early-stage concept art, and drafting temporary dialogue. Crucially, Vincke stressed that the end content in the game will be created entirely by human artists. "Larian is developing all the content in-house," he stated. We are actively increasing our roster of writers and are currently putting together dedicated writer rooms. As visual development is being particularly referenced — we right now have twenty-three artistic staff and have positions available for more talent. Each initiative we do is supplementary and designed to letting our team spend additional energy on the creative process. Any AI system applied correctly is a boost to a artist's workflow, not a substitute for their talent. Responding to Feedback and Defining the Path The admission of using AI originally generated unease among portions of the player base. In reply, Vincke provided further detail on social media. "We use these tools to research ideas, similar to we use search engines and art books," he explained. "During the conceptual brainstorming phase we use it as a simple sketch for structure which we then swap out with hand-crafted illustrations." He continued, "Our studio recruits creatives for their inherent skill, not for their willingness to replicate what a machine suggests." Focused Uses for Machine Learning Vincke had in the past broken down the company's focused approach to AI and ML, categorizing its use into primary functions: Handling Monotonous Jobs: This includes motion capture cleaning, voice editing, and pipeline-specific tasks like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using systems to quickly build basic models of gameplay ideas to validate concepts before complete production. Experimental Frontiers: Exploring how AI could eventually create emergent player agency, especially in creating dynamic reactions in a vast role-playing world. He explicitly affirmed that central narrative domains — including music composition — are not fields where the company is cutting human input. In fact, Larian is actively hiring in these very positions. "Our studio is neither launching a game with machine-made assets, and we are certainly not considering cutting teams to replace them with AI," Vincke summarized.