Larian Studios Explains Its Implementation of Machine Learning for Next Divinity Game

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, creating immense anticipation within the gaming community. However, follow-up remarks from the company's figurehead have added a new dimension to the discussion, addressing the developer's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent message, the studio's founder detailed that the team is using AI technology for particular preliminary functions. These encompass fleshing out pitch decks, creating early-stage visual ideas, and creating temporary dialogue.

Importantly, Vincke made clear that the shipping material in the game will be created entirely by actual writers. "We are writing everything in-house," he stated.

Larian is actively growing our team of writers and are currently assembling writing teams.

As this area is being explicitly mentioned — we right now have 23 artistic staff and have roles to fill for additional artists.

All our efforts we do is supplementary and designed to enabling creatives to spend additional energy on the creative process.

Every ML tool implemented properly is additive to a artist's process, not a substitute for their skill.

Tempering Reactions with Clear Intent

The revelation of AI usage originally generated unease among some the community. In reply, Vincke issued additional clarification on social media.

"At Larian, we employ AI tools to research ideas, in the same way we use search engines and art books," he wrote. "In the conceptual ideation stages we use it as a basic framework for structure which we then replace with authentic concept art."

He added, "We've hired artists for their inherent skill, not for their ability to replicate what a algorithm proposes."

Three Pillars of Practical Application

Vincke had earlier detailed the studio's practical strategy to machine learning, defining its use into key pillars:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using tools to speedily create basic models of gameplay ideas to test concepts before full implementation.
  • Experimental Frontiers: Exploring how machine learning could in the future facilitate innovative player agency, specifically in simulating unforeseen permutations in a complex RPG.

He clearly affirmed that key artistic areas — including music composition — are are absolutely not areas where the team is reducing human talent. Conversely, Larian is recruiting more in these exact positions.

"Our studio is not launching a game with any AI components, and we are certainly not looking at reducing staff to substitute them with AI," Vincke concluded.

Terry Roberts
Terry Roberts

A seasoned travel writer and cultural enthusiast with over a decade of experience exploring hidden gems across continents.

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