🔗 Share this article Larian Studios Clarifies Its Use of Machine Learning for New Divinity Game The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, sparking a wave of hype within the industry. However, follow-up comments from the company's figurehead have brought a new dimension to the conversation, addressing the team's philosophy toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a latest message, Swen Vincke explained that the team is using machine learning for certain ancillary purposes. These involve fleshing out PowerPoint slides, producing early-stage concept art, and writing draft text. Crucially, Vincke made clear that the shipping content in the game will be created entirely by actual creatives. "Larian is writing everything ourselves," he stated. We are actively expanding our roster of writers and are busily forming writing teams. As visual development is being specifically referenced — we currently have twenty-three visual developers and have positions available for more creatives. Everything we do is additive and focused on enabling creatives to spend more time on the creative process. Any ML tool implemented properly is a boost to a creative team routine, not a replacement for their craft. Tempering Reactions with Clear Intent The news of AI usage initially sparked concern among a segment of the player base. In response, Vincke offered additional clarification on online platforms. "Our team utilizes AI tools to explore references, similar to we use Google and physical media," he explained. "During the initial brainstorming phase we use it as a basic framework for composition which we then replace with original artwork." He added, "We've hired artists for their inherent skill, not for their capacity to follow what a AI generates." Focused Uses for Machine Learning Vincke had previously broken down the company's practical approach to AI and ML, grouping its use into primary pillars: Streamlining Repetitive Work: Areas like motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models. Fast-Tracked Experimentation: Using systems to quickly build basic mock-ups of scenarios to experiment with concepts prior to expensive production. Long-Term Aspirations: Investigating how AI could eventually enhance new forms of gameplay, especially in simulating dynamic reactions in a vast role-playing world. He clearly affirmed that core creative areas — including writing — are not fields where the studio is reducing artistic talent. Conversely, Larian is actively hiring in these exact positions. "Our studio is not releasing a game with any AI components, nor planning on trimming down staff to replace them with artificial intelligence," Vincke summarized.
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, sparking a wave of hype within the industry. However, follow-up comments from the company's figurehead have brought a new dimension to the conversation, addressing the team's philosophy toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a latest message, Swen Vincke explained that the team is using machine learning for certain ancillary purposes. These involve fleshing out PowerPoint slides, producing early-stage concept art, and writing draft text. Crucially, Vincke made clear that the shipping content in the game will be created entirely by actual creatives. "Larian is writing everything ourselves," he stated. We are actively expanding our roster of writers and are busily forming writing teams. As visual development is being specifically referenced — we currently have twenty-three visual developers and have positions available for more creatives. Everything we do is additive and focused on enabling creatives to spend more time on the creative process. Any ML tool implemented properly is a boost to a creative team routine, not a replacement for their craft. Tempering Reactions with Clear Intent The news of AI usage initially sparked concern among a segment of the player base. In response, Vincke offered additional clarification on online platforms. "Our team utilizes AI tools to explore references, similar to we use Google and physical media," he explained. "During the initial brainstorming phase we use it as a basic framework for composition which we then replace with original artwork." He added, "We've hired artists for their inherent skill, not for their capacity to follow what a AI generates." Focused Uses for Machine Learning Vincke had previously broken down the company's practical approach to AI and ML, grouping its use into primary pillars: Streamlining Repetitive Work: Areas like motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models. Fast-Tracked Experimentation: Using systems to quickly build basic mock-ups of scenarios to experiment with concepts prior to expensive production. Long-Term Aspirations: Investigating how AI could eventually enhance new forms of gameplay, especially in simulating dynamic reactions in a vast role-playing world. He clearly affirmed that core creative areas — including writing — are not fields where the studio is reducing artistic talent. Conversely, Larian is actively hiring in these exact positions. "Our studio is not releasing a game with any AI components, nor planning on trimming down staff to replace them with artificial intelligence," Vincke summarized.