Larian Studios Explains Its Application of Machine Learning for Upcoming Divinity
The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, creating a wave of anticipation within the gaming community. However, recent comments from the company's figurehead have brought clarity to the conversation, addressing the team's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest clarification, Larian's director outlined that the team is employing AI technology for specific ancillary functions. These include enhancing presentation materials, creating rough concept art, and writing placeholder copy.
Crucially, Vincke stressed that the shipping content in the game will be created solely by actual creatives. "We are developing every line in-house," he said.
Our studio is actively growing our roster of concept artists and are actively assembling narrative groups.
Given that concept art is being specifically mentioned — we presently have 23 artistic staff and have job openings for more talent.
Everything we do is supplementary and designed to having people spend additional energy on actual creation.
Every machine learning application applied correctly is a boost to a artist's process, never a stand-in for their skill.
Tempering Reactions with Clear Intent
The revelation of using AI initially sparked backlash among some the player base. In reply, Vincke provided additional elaboration on online platforms.
"At Larian, we employ AI tools to gather inspiration, similar to we use the internet and art books," he stated. "During the very early planning process we use it as a simple sketch for layout which we then swap out with original illustrations."
He noted, "Larian brings on artists for their inherent skill, not for their willingness to follow what a AI generates."
Key Areas of AI Integration
Vincke had earlier detailed the studio's focused strategy to this technology, grouping its use into key functions:
- Automation of Tedious Tasks: Areas like polishing mocap data, audio processing, and technical processes like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build rough mock-ups of scenarios to experiment with concepts before complete implementation.
- Experimental Frontiers: Researching how AI could one day create innovative gameplay, especially in managing unforeseen permutations in a complex RPG.
He specifically stated that key artistic areas — such as music composition — are are in no way areas where the team is cutting creative involvement. Conversely, Larian is actively hiring in these precise fields.
"Larian is neither shipping a game with machine-made assets, and we are certainly not looking at cutting staff to substitute them with AI," Vincke summarized.