Larian Studios Explains Its Application of Machine Learning for New Divinity Game
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, sparking immense anticipation within the player base. However, subsequent statements from the company's lead designer have brought clarity to the narrative, touching on the developer's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a new statement, Swen Vincke detailed that the developer is utilizing generative AI for particular preliminary functions. These include enhancing pitch decks, creating rough visual ideas, and creating placeholder dialogue.
Importantly, Vincke made clear that the end content in the game will be crafted entirely by human creatives. "We are creating everything ourselves," he affirmed.
Our studio is actively expanding our team of storytellers and are currently forming dedicated writer rooms.
Since this area is being specifically mentioned — we currently have twenty-three concept artists and have job openings for further creatives.
Each initiative we do is additive and designed to having people spend more time on making content.
Any machine learning application used well is additive to a developer's process, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of using AI at first sparked unease among some the fanbase. In reply, Vincke offered further clarification on public forums.
"Our team utilizes these tools to research ideas, similar to we use Google and reference books," he wrote. "During the very early ideation stages we use it as a rough outline for structure which we then replace with original illustrations."
He added, "Our studio recruits creatives for their creative vision, not for their willingness to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier broken down the studio's practical approach to machine learning, categorizing its use into primary pillars:
- Handling Monotonous Jobs: Areas like refining animations, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic mock-ups of scenarios to experiment with concepts prior to complete development.
- Experimental Frontiers: Investigating how machine learning could one day create new forms of gameplay, specifically in managing player-driven narratives in a vast role-playing world.
He specifically affirmed that core creative domains — such as writing — are are in no way departments where the team is reducing creative talent. On the contrary, Larian is expanding its staff in these very roles.
"Larian is neither launching a game with AI-generated content, nor looking at trimming down creatives to swap them out with AI," Vincke stated definitively.