🔗 Share this article Larian Studios Clarifies 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 just teased its next major project, creating immense anticipation within the industry. However, follow-up comments from the company's co-founder have introduced a new dimension to the narrative, touching on the developer's stance toward machine learning. Augmenting Workflows, Not Cutting Jobs In a new statement, Swen Vincke explained that the company is utilizing AI technology for particular supporting tasks. These include enhancing PowerPoint slides, producing early-stage visual ideas, and drafting draft text. Notably, Vincke made clear that the end assets in the game will be created entirely by real creatives. "Our team is developing every line in-house," he said. Larian is continuously growing our pool of writers and are currently assembling narrative groups. Since concept art is being specifically referenced — we right now have 23 artistic staff and have roles to fill for further artists. Each initiative we do is additive and aimed at enabling creatives to spend additional energy on making content. Any AI system applied correctly is supplementary to a developer's process, never a stand-in for their talent. Responding to Feedback and Defining the Path The revelation of AI usage initially provoked backlash among a segment of the fanbase. In reaction, Vincke offered additional elaboration on social media. "At Larian, we employ machine learning to research ideas, similar to we use the internet and physical media," he stated. "During the initial brainstorming phase we use it as a simple sketch for structure which we then substitute with original artwork." He added, "Larian brings on talent for their creative vision, not for their willingness to follow what a algorithm proposes." Three Pillars of Practical Application Vincke had previously outlined the studio's targeted approach to this technology, defining its use into three main areas: Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and pipeline-specific tasks like adjusting assets for various species. Rapid Prototyping ('White Boxing'): Using systems to quickly build simple models of mechanics to validate concepts prior to expensive development. Future Potential for Gameplay: Investigating how AI could eventually create emergent gameplay, especially in simulating unforeseen permutations in a vast role-playing world. He explicitly stated that central narrative domains — like writing — are are in no way departments where the company is replacing artistic talent. Conversely, Larian is actively hiring in these very fields. "Our studio is not launching a game with AI-generated content, and we are certainly not looking at cutting staff to swap them out with AI," Vincke concluded.
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, creating immense anticipation within the industry. However, follow-up comments from the company's co-founder have introduced a new dimension to the narrative, touching on the developer's stance toward machine learning. Augmenting Workflows, Not Cutting Jobs In a new statement, Swen Vincke explained that the company is utilizing AI technology for particular supporting tasks. These include enhancing PowerPoint slides, producing early-stage visual ideas, and drafting draft text. Notably, Vincke made clear that the end assets in the game will be created entirely by real creatives. "Our team is developing every line in-house," he said. Larian is continuously growing our pool of writers and are currently assembling narrative groups. Since concept art is being specifically referenced — we right now have 23 artistic staff and have roles to fill for further artists. Each initiative we do is additive and aimed at enabling creatives to spend additional energy on making content. Any AI system applied correctly is supplementary to a developer's process, never a stand-in for their talent. Responding to Feedback and Defining the Path The revelation of AI usage initially provoked backlash among a segment of the fanbase. In reaction, Vincke offered additional elaboration on social media. "At Larian, we employ machine learning to research ideas, similar to we use the internet and physical media," he stated. "During the initial brainstorming phase we use it as a simple sketch for structure which we then substitute with original artwork." He added, "Larian brings on talent for their creative vision, not for their willingness to follow what a algorithm proposes." Three Pillars of Practical Application Vincke had previously outlined the studio's targeted approach to this technology, defining its use into three main areas: Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and pipeline-specific tasks like adjusting assets for various species. Rapid Prototyping ('White Boxing'): Using systems to quickly build simple models of mechanics to validate concepts prior to expensive development. Future Potential for Gameplay: Investigating how AI could eventually create emergent gameplay, especially in simulating unforeseen permutations in a vast role-playing world. He explicitly stated that central narrative domains — like writing — are are in no way departments where the company is replacing artistic talent. Conversely, Larian is actively hiring in these very fields. "Our studio is not launching a game with AI-generated content, and we are certainly not looking at cutting staff to swap them out with AI," Vincke concluded.