Larian Studios Explains Its Use of Machine Learning for Next Divinity
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, sparking immense hype within the player base. However, follow-up remarks from the studio's co-founder have introduced nuance to the discussion, focusing on the developer's approach toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, Swen Vincke detailed that the developer is employing AI technology for particular ancillary purposes. These include developing PowerPoint slides, producing initial artistic references, and drafting temporary dialogue.
Notably, Vincke emphasized that the end content in the game will be crafted entirely by human creatives. "Larian is developing everything manually," he affirmed.
Larian is actively growing our roster of storytellers and are busily putting together writing teams.
As concept art is being specifically mentioned — we right now have twenty-three concept artists and have roles to fill for additional creatives.
Everything we do is incremental and aimed at having people spend additional energy on the creative process.
Every ML tool implemented properly is supplementary to a artist's process, never a stand-in for their craft.
Responding to Feedback and Defining the Path
The revelation of employing this technology originally generated concern among portions of the player base. In reply, Vincke issued additional detail on public forums.
"We use machine learning to research ideas, just like we use the internet and physical media," he stated. "During the very early ideation stages we use it as a rough outline for layout which we then substitute with authentic illustrations."
He added, "Our studio recruits artists for their inherent skill, not for their ability to execute what a AI generates."
Focused Uses for Machine Learning
Vincke had previously broken down the team's focused approach to AI and ML, defining its use into key areas:
- Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple mock-ups of gameplay ideas to experiment with concepts prior to expensive development.
- Future Potential for Gameplay: Investigating how AI could in the future create innovative player agency, especially in simulating player-driven narratives in a complex RPG.
He explicitly noted that central narrative domains — such as visual art — are are absolutely not fields where the team is replacing human talent. Conversely, Larian is actively hiring in these exact roles.
"We are not shipping a game with any AI components, and we are certainly not considering cutting teams to swap them out with artificial intelligence," Vincke summarized.