🔗 Share this article Larian Studios Clarifies Its Application of Machine Learning for Next Divinity The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, creating a wave of excitement within the industry. However, recent comments from the studio's lead designer have introduced nuance to the narrative, focusing on the team's approach toward AI tools. AI as a Creative Assistant, Not a Substitute In a new message, the studio's founder outlined that the developer is using generative AI for specific supporting functions. These encompass enhancing presentation materials, generating rough visual ideas, and writing draft dialogue. Importantly, Vincke stressed that the shipping assets in the game will be created solely by actual artists. "Our team is creating every line in-house," he stated. Larian is continuously growing our pool of storytellers and are busily putting together writing teams. As concept art is being explicitly called out — we presently have over twenty concept artists and have positions available for further artists. Each initiative we do is incremental and aimed at letting our team spend additional energy on actual creation. Any machine learning application used well is a boost to a artist's routine, not a substitute for their talent. Addressing Concerns and Clarifying the Vision The news of AI usage at first provoked concern among portions of the player base. In reply, Vincke offered further clarification on social media. "We use these tools to research ideas, just like we use Google and art books," he wrote. "In the conceptual planning process we use it as a simple sketch for structure which we then substitute with authentic concept art." He noted, "Our studio recruits creatives for their creative vision, not for their willingness to execute what a machine suggests." Focused Uses for Machine Learning Vincke had earlier broken down the studio's targeted strategy to this technology, defining its use into primary functions: Streamlining Repetitive Work: This encompasses refining animations, voice editing, and pipeline-specific tasks like adjusting assets for various species. Fast-Tracked Experimentation: Using tools to rapidly prototype simple versions of scenarios to test concepts before full development. Long-Term Aspirations: Exploring how AI could in the future enhance emergent reactivity, particularly in simulating dynamic reactions in a complex RPG. He explicitly stated that core creative areas — such as visual art — are are absolutely not fields where the team is reducing artistic input. Conversely, Larian is actively hiring in these exact positions. "We are not shipping a game with machine-made assets, and we are certainly not considering cutting staff to swap them out with artificial intelligence," Vincke summarized.
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, creating a wave of excitement within the industry. However, recent comments from the studio's lead designer have introduced nuance to the narrative, focusing on the team's approach toward AI tools. AI as a Creative Assistant, Not a Substitute In a new message, the studio's founder outlined that the developer is using generative AI for specific supporting functions. These encompass enhancing presentation materials, generating rough visual ideas, and writing draft dialogue. Importantly, Vincke stressed that the shipping assets in the game will be created solely by actual artists. "Our team is creating every line in-house," he stated. Larian is continuously growing our pool of storytellers and are busily putting together writing teams. As concept art is being explicitly called out — we presently have over twenty concept artists and have positions available for further artists. Each initiative we do is incremental and aimed at letting our team spend additional energy on actual creation. Any machine learning application used well is a boost to a artist's routine, not a substitute for their talent. Addressing Concerns and Clarifying the Vision The news of AI usage at first provoked concern among portions of the player base. In reply, Vincke offered further clarification on social media. "We use these tools to research ideas, just like we use Google and art books," he wrote. "In the conceptual planning process we use it as a simple sketch for structure which we then substitute with authentic concept art." He noted, "Our studio recruits creatives for their creative vision, not for their willingness to execute what a machine suggests." Focused Uses for Machine Learning Vincke had earlier broken down the studio's targeted strategy to this technology, defining its use into primary functions: Streamlining Repetitive Work: This encompasses refining animations, voice editing, and pipeline-specific tasks like adjusting assets for various species. Fast-Tracked Experimentation: Using tools to rapidly prototype simple versions of scenarios to test concepts before full development. Long-Term Aspirations: Exploring how AI could in the future enhance emergent reactivity, particularly in simulating dynamic reactions in a complex RPG. He explicitly stated that core creative areas — such as visual art — are are absolutely not fields where the team is reducing artistic input. Conversely, Larian is actively hiring in these exact positions. "We are not shipping a game with machine-made assets, and we are certainly not considering cutting staff to swap them out with artificial intelligence," Vincke summarized.