🔗 Share this article Larian Studios Clarifies Its Application of AI Tools for New Divinity The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, creating immense hype within the player base. However, subsequent comments from the studio's co-founder have introduced nuance to the narrative, focusing on the developer's stance toward machine learning. Augmenting Workflows, Not Cutting Jobs In a recent statement, Larian's director detailed that the developer is employing AI technology for certain supporting purposes. These include enhancing PowerPoint slides, creating early-stage visual ideas, and writing placeholder text. Notably, Vincke stressed that the end assets in the game will be crafted solely by human creatives. "We are writing all the content in-house," he said. We are actively growing our pool of writers and are actively forming dedicated writer rooms. As this area is being explicitly referenced — we presently have 23 artistic staff and have roles to fill for more creatives. Everything we do is additive and focused on having people spend greater focus on making content. Any AI system applied correctly is additive to a creative team process, not a substitute for their craft. Responding to Feedback and Defining the Path The news of employing this technology initially provoked unease among some the community. In response, Vincke offered additional elaboration on public forums. "Our team utilizes these tools to gather inspiration, in the same way we use Google and reference books," he stated. "During the very early ideation stages we use it as a basic framework for structure which we then replace with hand-crafted concept art." He continued, "We've hired talent for their inherent skill, not for their ability to replicate what a algorithm proposes." Three Pillars of Practical Application Vincke had earlier broken down the team's targeted strategy to machine learning, grouping its use into key areas: Streamlining Repetitive Work: Areas like polishing mocap data, audio processing, and technical processes like retargeting animations. Accelerated Iteration: Using systems to speedily create rough mock-ups of scenarios to validate concepts ahead of expensive implementation. Experimental Frontiers: Exploring how machine learning could in the future facilitate innovative reactivity, especially in managing unforeseen permutations in a vast role-playing world. He clearly stated that key artistic domains — such as music composition — are are absolutely not fields where the company is replacing human talent. On the contrary, Larian is recruiting more in these exact fields. "Our studio is neither launching a game with any AI components, nor planning on cutting creatives to substitute them with AI," Vincke concluded.
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, creating immense hype within the player base. However, subsequent comments from the studio's co-founder have introduced nuance to the narrative, focusing on the developer's stance toward machine learning. Augmenting Workflows, Not Cutting Jobs In a recent statement, Larian's director detailed that the developer is employing AI technology for certain supporting purposes. These include enhancing PowerPoint slides, creating early-stage visual ideas, and writing placeholder text. Notably, Vincke stressed that the end assets in the game will be crafted solely by human creatives. "We are writing all the content in-house," he said. We are actively growing our pool of writers and are actively forming dedicated writer rooms. As this area is being explicitly referenced — we presently have 23 artistic staff and have roles to fill for more creatives. Everything we do is additive and focused on having people spend greater focus on making content. Any AI system applied correctly is additive to a creative team process, not a substitute for their craft. Responding to Feedback and Defining the Path The news of employing this technology initially provoked unease among some the community. In response, Vincke offered additional elaboration on public forums. "Our team utilizes these tools to gather inspiration, in the same way we use Google and reference books," he stated. "During the very early ideation stages we use it as a basic framework for structure which we then replace with hand-crafted concept art." He continued, "We've hired talent for their inherent skill, not for their ability to replicate what a algorithm proposes." Three Pillars of Practical Application Vincke had earlier broken down the team's targeted strategy to machine learning, grouping its use into key areas: Streamlining Repetitive Work: Areas like polishing mocap data, audio processing, and technical processes like retargeting animations. Accelerated Iteration: Using systems to speedily create rough mock-ups of scenarios to validate concepts ahead of expensive implementation. Experimental Frontiers: Exploring how machine learning could in the future facilitate innovative reactivity, especially in managing unforeseen permutations in a vast role-playing world. He clearly stated that key artistic domains — such as music composition — are are absolutely not fields where the company is replacing human talent. On the contrary, Larian is recruiting more in these exact fields. "Our studio is neither launching a game with any AI components, nor planning on cutting creatives to substitute them with AI," Vincke concluded.