Larian Studios Explains Its Use of Machine Learning for Upcoming Divinity Game
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, generating a wave of excitement within the player base. However, follow-up comments from the studio's co-founder have introduced clarity to the narrative, addressing the team's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a new message, Swen Vincke outlined that the company is using machine learning for particular supporting purposes. These include fleshing out presentation materials, creating initial concept art, and drafting temporary dialogue.
Notably, Vincke made clear that the final content in the game will be authored exclusively by real creatives. "We are developing every line manually," he stated.
Our studio is actively growing our team of concept artists and are currently forming writing teams.
As this area is being specifically referenced — we currently have twenty-three visual developers and have positions available for further creatives.
Everything we do is incremental and aimed at enabling creatives to spend greater focus on actual creation.
Any AI system used well is a boost to a artist's process, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The news of using AI originally sparked concern among portions of the community. In response, Vincke offered further elaboration on public forums.
"We use machine learning to research ideas, similar to we use the internet and reference books," he explained. "During the initial planning process we use it as a simple sketch for layout which we then swap out with original illustrations."
He added, "Larian brings on talent for their creative vision, not for their ability to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had in the past broken down the company's focused approach to machine learning, grouping its use into three main areas:
- Streamlining Repetitive Work: 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 models of mechanics to experiment with concepts ahead of full production.
- Experimental Frontiers: Exploring how machine learning could one day enhance new forms of reactivity, particularly in simulating dynamic reactions in a detailed game universe.
He specifically affirmed that core creative disciplines — like writing — are not departments where the studio is cutting creative involvement. Conversely, Larian is recruiting more in these exact roles.
"We are neither releasing a game with AI-generated content, and we are certainly not looking at reducing staff to swap them out with artificial intelligence," Vincke stated definitively.