🔗 Share this article Larian Studios Details Its Application of Machine Learning for New Divinity The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, creating a wave of anticipation within the industry. However, subsequent comments from the company's co-founder have introduced nuance to the conversation, addressing the developer's approach toward machine learning. A Tool for Ideation, Not Replacement In a recent message, the studio's founder explained that the developer is utilizing generative AI for certain supporting tasks. These encompass enhancing presentation materials, creating rough artistic references, and drafting temporary copy. Notably, Vincke stressed that the end material in the game will be crafted exclusively by human artists. "We are creating all the content manually," he affirmed. We are continuously increasing our team of writers and are actively forming narrative groups. As concept art is being explicitly referenced — we currently have 23 concept artists and have job openings for additional talent. Each initiative we do is incremental and focused on having people spend greater focus on making content. Any machine learning application applied correctly is additive to a artist's routine, not a substitute for their craft. Tempering Reactions with Clear Intent The news of employing this technology originally provoked concern among a segment of the fanbase. In response, Vincke offered further clarification on social media. "At Larian, we employ these tools to research ideas, similar to we use the internet and physical media," he explained. "In the conceptual ideation stages we use it as a basic framework for composition which we then swap out with authentic illustrations." He added, "We've hired creatives for their creative vision, not for their capacity to execute what a algorithm proposes." Three Pillars of Practical Application Vincke had earlier outlined the team's practical approach to this technology, categorizing its use into primary pillars: Handling Monotonous Jobs: This includes refining animations, audio processing, and pipeline-specific tasks like adapting animations for different models. Fast-Tracked Experimentation: Using systems to rapidly prototype simple versions of gameplay ideas to test concepts ahead of expensive implementation. Long-Term Aspirations: Exploring how AI could eventually facilitate new forms of player agency, specifically in simulating player-driven narratives in a detailed game universe. He clearly stated that key artistic areas — such as writing — are are absolutely not fields where the team is reducing creative input. On the contrary, Larian is recruiting more in these exact positions. "Our studio is not releasing a game with machine-made assets, and we are certainly not considering cutting creatives to replace them with artificial intelligence," Vincke concluded.
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, creating a wave of anticipation within the industry. However, subsequent comments from the company's co-founder have introduced nuance to the conversation, addressing the developer's approach toward machine learning. A Tool for Ideation, Not Replacement In a recent message, the studio's founder explained that the developer is utilizing generative AI for certain supporting tasks. These encompass enhancing presentation materials, creating rough artistic references, and drafting temporary copy. Notably, Vincke stressed that the end material in the game will be crafted exclusively by human artists. "We are creating all the content manually," he affirmed. We are continuously increasing our team of writers and are actively forming narrative groups. As concept art is being explicitly referenced — we currently have 23 concept artists and have job openings for additional talent. Each initiative we do is incremental and focused on having people spend greater focus on making content. Any machine learning application applied correctly is additive to a artist's routine, not a substitute for their craft. Tempering Reactions with Clear Intent The news of employing this technology originally provoked concern among a segment of the fanbase. In response, Vincke offered further clarification on social media. "At Larian, we employ these tools to research ideas, similar to we use the internet and physical media," he explained. "In the conceptual ideation stages we use it as a basic framework for composition which we then swap out with authentic illustrations." He added, "We've hired creatives for their creative vision, not for their capacity to execute what a algorithm proposes." Three Pillars of Practical Application Vincke had earlier outlined the team's practical approach to this technology, categorizing its use into primary pillars: Handling Monotonous Jobs: This includes refining animations, audio processing, and pipeline-specific tasks like adapting animations for different models. Fast-Tracked Experimentation: Using systems to rapidly prototype simple versions of gameplay ideas to test concepts ahead of expensive implementation. Long-Term Aspirations: Exploring how AI could eventually facilitate new forms of player agency, specifically in simulating player-driven narratives in a detailed game universe. He clearly stated that key artistic areas — such as writing — are are absolutely not fields where the team is reducing creative input. On the contrary, Larian is recruiting more in these exact positions. "Our studio is not releasing a game with machine-made assets, and we are certainly not considering cutting creatives to replace them with artificial intelligence," Vincke concluded.