🔗 Share this article Larian Studios Clarifies Its Use of Generative AI for Upcoming Divinity The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, creating a wave of anticipation within the industry. However, follow-up comments from the studio's figurehead have introduced clarity to the discussion, touching on the team's philosophy toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a latest statement, the studio's founder explained that the developer is using machine learning for specific supporting purposes. These encompass fleshing out presentation materials, creating rough visual ideas, and writing draft copy. Importantly, Vincke made clear that the final content in the game will be authored solely by actual artists. "We are writing everything manually," he stated. Larian is actively increasing our pool of concept artists and are busily putting together narrative groups. As concept art is being particularly called out — we presently have 23 concept artists and have job openings for additional creatives. Everything we do is additive and aimed at letting our team spend more time on the creative process. Any AI system used well is a boost to a artist's routine, not a substitute for their talent. Tempering Reactions with Clear Intent The admission of AI usage initially generated concern among portions of the player base. In reaction, Vincke issued further clarification on online platforms. "We use these tools to research ideas, just like we use search engines and physical media," he wrote. "In the very early ideation stages we use it as a simple sketch for composition which we then substitute with authentic illustrations." He continued, "Larian brings on talent for their inherent skill, not for their ability to execute what a algorithm proposes." Focused Uses for Machine Learning Vincke had in the past detailed the studio's practical strategy to this technology, defining its use into three main areas: Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and Larian-specific work like retargeting animations. Fast-Tracked Experimentation: Using technology to rapidly prototype rough models of scenarios to validate concepts prior to expensive implementation. Future Potential for Gameplay: Investigating how machine learning could one day create new forms of reactivity, specifically in creating player-driven narratives in a vast role-playing world. He specifically stated that core creative domains — like visual art — are are absolutely not departments where the company is replacing creative involvement. In fact, Larian is recruiting more in these exact fields. "Our studio is not releasing a game with machine-made assets, and we are certainly not considering trimming down teams to replace them with AI," Vincke concluded.
The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, creating a wave of anticipation within the industry. However, follow-up comments from the studio's figurehead have introduced clarity to the discussion, touching on the team's philosophy toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a latest statement, the studio's founder explained that the developer is using machine learning for specific supporting purposes. These encompass fleshing out presentation materials, creating rough visual ideas, and writing draft copy. Importantly, Vincke made clear that the final content in the game will be authored solely by actual artists. "We are writing everything manually," he stated. Larian is actively increasing our pool of concept artists and are busily putting together narrative groups. As concept art is being particularly called out — we presently have 23 concept artists and have job openings for additional creatives. Everything we do is additive and aimed at letting our team spend more time on the creative process. Any AI system used well is a boost to a artist's routine, not a substitute for their talent. Tempering Reactions with Clear Intent The admission of AI usage initially generated concern among portions of the player base. In reaction, Vincke issued further clarification on online platforms. "We use these tools to research ideas, just like we use search engines and physical media," he wrote. "In the very early ideation stages we use it as a simple sketch for composition which we then substitute with authentic illustrations." He continued, "Larian brings on talent for their inherent skill, not for their ability to execute what a algorithm proposes." Focused Uses for Machine Learning Vincke had in the past detailed the studio's practical strategy to this technology, defining its use into three main areas: Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and Larian-specific work like retargeting animations. Fast-Tracked Experimentation: Using technology to rapidly prototype rough models of scenarios to validate concepts prior to expensive implementation. Future Potential for Gameplay: Investigating how machine learning could one day create new forms of reactivity, specifically in creating player-driven narratives in a vast role-playing world. He specifically stated that core creative domains — like visual art — are are absolutely not departments where the company is replacing creative involvement. In fact, Larian is recruiting more in these exact fields. "Our studio is not releasing a game with machine-made assets, and we are certainly not considering trimming down teams to replace them with AI," Vincke concluded.