🔗 Share this article Larian Studios Clarifies Its Use of AI Tools for Next Divinity The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking a wave of excitement within the industry. However, recent comments from the studio's lead designer have added a new dimension to the narrative, focusing on the team's philosophy toward AI tools. Augmenting Workflows, Not Cutting Jobs In a recent message, Swen Vincke outlined that the team is utilizing machine learning for specific preliminary purposes. These encompass enhancing pitch decks, producing early-stage concept art, and writing placeholder text. Importantly, Vincke stressed that the end material in the game will be created entirely by actual creatives. "We are creating every line in-house," he stated. Larian is constantly expanding our team of storytellers and are actively putting together dedicated writer rooms. Since visual development is being explicitly mentioned — we right now have twenty-three concept artists and have job openings for additional artists. Each initiative we do is incremental and aimed at letting our team spend additional energy on making content. Any machine learning application used well is supplementary to a developer's process, not a replacement for their craft. Tempering Reactions with Clear Intent The revelation of AI usage originally sparked concern among portions of the fanbase. In reaction, Vincke provided additional clarification on public forums. "Our team utilizes machine learning to research ideas, in the same way we use the internet and physical media," he stated. "During the initial ideation stages we use it as a basic framework for structure which we then swap out with authentic concept art." He continued, "Larian brings on artists for their unique talent, not for their ability to follow what a AI generates." Key Areas of AI Integration Vincke had in the past broken down the studio's targeted method to machine learning, defining its use into three main functions: Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species. Rapid Prototyping ('White Boxing'): Using systems to speedily create basic mock-ups of mechanics to validate concepts prior to expensive production. Future Potential for Gameplay: Exploring how machine learning could in the future facilitate innovative gameplay, specifically in managing dynamic reactions in a vast role-playing world. He clearly noted that central narrative domains — such as visual art — are are absolutely not fields where the studio is reducing artistic involvement. On the contrary, Larian is actively hiring in these very roles. "We are neither releasing a game with AI-generated content, and we are certainly not looking at trimming down teams to swap them out with artificial intelligence," Vincke concluded.
The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking a wave of excitement within the industry. However, recent comments from the studio's lead designer have added a new dimension to the narrative, focusing on the team's philosophy toward AI tools. Augmenting Workflows, Not Cutting Jobs In a recent message, Swen Vincke outlined that the team is utilizing machine learning for specific preliminary purposes. These encompass enhancing pitch decks, producing early-stage concept art, and writing placeholder text. Importantly, Vincke stressed that the end material in the game will be created entirely by actual creatives. "We are creating every line in-house," he stated. Larian is constantly expanding our team of storytellers and are actively putting together dedicated writer rooms. Since visual development is being explicitly mentioned — we right now have twenty-three concept artists and have job openings for additional artists. Each initiative we do is incremental and aimed at letting our team spend additional energy on making content. Any machine learning application used well is supplementary to a developer's process, not a replacement for their craft. Tempering Reactions with Clear Intent The revelation of AI usage originally sparked concern among portions of the fanbase. In reaction, Vincke provided additional clarification on public forums. "Our team utilizes machine learning to research ideas, in the same way we use the internet and physical media," he stated. "During the initial ideation stages we use it as a basic framework for structure which we then swap out with authentic concept art." He continued, "Larian brings on artists for their unique talent, not for their ability to follow what a AI generates." Key Areas of AI Integration Vincke had in the past broken down the studio's targeted method to machine learning, defining its use into three main functions: Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species. Rapid Prototyping ('White Boxing'): Using systems to speedily create basic mock-ups of mechanics to validate concepts prior to expensive production. Future Potential for Gameplay: Exploring how machine learning could in the future facilitate innovative gameplay, specifically in managing dynamic reactions in a vast role-playing world. He clearly noted that central narrative domains — such as visual art — are are absolutely not fields where the studio is reducing artistic involvement. On the contrary, Larian is actively hiring in these very roles. "We are neither releasing a game with AI-generated content, and we are certainly not looking at trimming down teams to swap them out with artificial intelligence," Vincke concluded.