Larian Studios Details Its Use of Machine Learning for Next Divinity Game
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, creating significant excitement within the gaming community. However, follow-up comments from the studio's co-founder have added clarity to the conversation, addressing the developer's philosophy toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new statement, Larian's director explained that the developer is using generative AI for particular ancillary functions. These encompass fleshing out pitch decks, producing rough visual ideas, and creating temporary copy.
Crucially, Vincke stressed that the shipping assets in the game will be authored exclusively by human artists. "We are developing all the content manually," he stated.
Larian is continuously expanding our pool of concept artists and are currently putting together narrative groups.
Given that visual development is being specifically referenced — we presently have twenty-three artistic staff and have positions available for more talent.
Everything we do is incremental and aimed at having people spend greater focus on actual creation.
Every AI system implemented properly is a boost to a artist's workflow, never a stand-in for their skill.
Tempering Reactions with Clear Intent
The admission of employing this technology originally sparked concern among portions of the player base. In response, Vincke provided additional elaboration on social media.
"At Larian, we employ these tools to gather inspiration, similar to we use the internet and reference books," he wrote. "During the very early planning process we use it as a basic framework for layout which we then substitute with original concept art."
He added, "Larian brings on artists for their inherent skill, not for their ability to follow what a AI generates."
Key Areas of AI Integration
Vincke had previously detailed the studio's practical strategy to AI and ML, grouping its use into key pillars:
- Handling Monotonous Jobs: Areas like polishing mocap data, voice editing, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to rapidly prototype simple mock-ups of mechanics to validate concepts prior to expensive implementation.
- Experimental Frontiers: Exploring how machine learning could one day facilitate new forms of player agency, particularly in creating dynamic reactions in a detailed game universe.
He specifically stated that central narrative domains — including writing — are not fields where the studio is reducing artistic talent. In fact, Larian is actively hiring in these very positions.
"We are not releasing a game with machine-made assets, nor considering cutting staff to substitute them with AI," Vincke stated definitively.