Larian Studios Clarifies Its Use of Machine Learning for New Divinity Game
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating immense excitement within the industry. However, follow-up remarks from the company's figurehead have introduced clarity to the conversation, touching on the studio's philosophy toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a recent clarification, Larian's director explained that the developer is employing machine learning for certain ancillary tasks. These involve fleshing out presentation materials, creating early-stage visual ideas, and creating temporary copy.
Importantly, Vincke emphasized that the final content in the game will be authored exclusively by real creatives. "Our team is writing every line in-house," he stated.
Our studio is actively expanding our team of concept artists and are busily putting together dedicated writer rooms.
Given that concept art is being explicitly called out â we presently have over twenty artistic staff and have roles to fill for additional creatives.
Each initiative we do is additive and focused on enabling creatives to spend additional energy on actual creation.
Any AI system applied correctly is supplementary to a developer's process, not a replacement for their craft.
Tempering Reactions with Clear Intent
The admission of AI usage at first sparked unease among some the player base. In reaction, Vincke offered additional elaboration on public forums.
"Our team utilizes these tools to gather inspiration, similar to we use the internet and reference books," he explained. "In the conceptual ideation stages we use it as a rough outline for structure which we then swap out with original artwork."
He noted, "Our studio recruits creatives for their creative vision, not for their willingness to follow what a AI generates."
Key Areas of AI Integration
Vincke had in the past outlined the studio's practical strategy to machine learning, defining its use into key areas:
- Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using technology to quickly build basic versions of scenarios to validate concepts before expensive production.
- Experimental Frontiers: Researching how AI could one day create innovative player agency, specifically in creating dynamic reactions in a detailed game universe.
He clearly noted that key artistic areas â such as visual art â are not areas where the studio is replacing human input. In fact, Larian is expanding its staff in these very positions.
"We are not shipping a game with any AI components, and we are certainly not looking at trimming down creatives to swap them out with AI," Vincke concluded.