🔗 Share this article Larian Studios Details Its Application of Generative AI for Next Divinity The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating a wave of anticipation within the industry. However, subsequent statements from the company's lead designer have added nuance to the discussion, addressing the developer's approach toward machine learning. Augmenting Workflows, Not Cutting Jobs In a recent message, Swen Vincke outlined that the company is utilizing generative AI for particular preliminary tasks. These include fleshing out presentation materials, creating rough artistic references, and drafting temporary dialogue. Notably, Vincke stressed that the shipping assets in the game will be crafted exclusively by actual creatives. "Larian is creating every line ourselves," he stated. Larian is continuously expanding our roster of storytellers and are currently putting together dedicated writer rooms. Since visual development is being particularly called out — we right now have twenty-three visual developers and have job openings for more creatives. Each initiative we do is additive and aimed at having people spend greater focus on actual creation. Any ML tool applied correctly is a boost to a artist's process, not a substitute for their talent. Responding to Feedback and Defining the Path The news of AI usage initially generated backlash among some the fanbase. In response, Vincke offered further detail on public forums. "We use machine learning to research ideas, in the same way we use the internet and physical media," he explained. "In the initial planning process we use it as a rough outline for composition which we then swap out with authentic concept art." He noted, "Larian brings on creatives for their inherent skill, not for their ability to execute what a machine suggests." Focused Uses for Machine Learning Vincke had in the past broken down the company's targeted strategy to this technology, grouping its use into primary pillars: Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and Larian-specific work like retargeting animations. Accelerated Iteration: Using tools to quickly build rough mock-ups of mechanics to test concepts before full development. Experimental Frontiers: Exploring how AI could eventually create innovative player agency, particularly in creating player-driven narratives in a detailed game universe. He specifically noted that central narrative disciplines — like visual art — are not areas where the team is cutting creative input. Conversely, Larian is actively hiring in these precise roles. "We are not shipping a game with any AI components, and we are certainly not planning on trimming down staff to swap them out with AI," Vincke summarized.
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating a wave of anticipation within the industry. However, subsequent statements from the company's lead designer have added nuance to the discussion, addressing the developer's approach toward machine learning. Augmenting Workflows, Not Cutting Jobs In a recent message, Swen Vincke outlined that the company is utilizing generative AI for particular preliminary tasks. These include fleshing out presentation materials, creating rough artistic references, and drafting temporary dialogue. Notably, Vincke stressed that the shipping assets in the game will be crafted exclusively by actual creatives. "Larian is creating every line ourselves," he stated. Larian is continuously expanding our roster of storytellers and are currently putting together dedicated writer rooms. Since visual development is being particularly called out — we right now have twenty-three visual developers and have job openings for more creatives. Each initiative we do is additive and aimed at having people spend greater focus on actual creation. Any ML tool applied correctly is a boost to a artist's process, not a substitute for their talent. Responding to Feedback and Defining the Path The news of AI usage initially generated backlash among some the fanbase. In response, Vincke offered further detail on public forums. "We use machine learning to research ideas, in the same way we use the internet and physical media," he explained. "In the initial planning process we use it as a rough outline for composition which we then swap out with authentic concept art." He noted, "Larian brings on creatives for their inherent skill, not for their ability to execute what a machine suggests." Focused Uses for Machine Learning Vincke had in the past broken down the company's targeted strategy to this technology, grouping its use into primary pillars: Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and Larian-specific work like retargeting animations. Accelerated Iteration: Using tools to quickly build rough mock-ups of mechanics to test concepts before full development. Experimental Frontiers: Exploring how AI could eventually create innovative player agency, particularly in creating player-driven narratives in a detailed game universe. He specifically noted that central narrative disciplines — like visual art — are not areas where the team is cutting creative input. Conversely, Larian is actively hiring in these precise roles. "We are not shipping a game with any AI components, and we are certainly not planning on trimming down staff to swap them out with AI," Vincke summarized.