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Larian Studios Details Its Use of Generative AI for New Divinity

The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, creating a wave of anticipation within the gaming community. However, subsequent comments from the studio's co-founder have brought a new dimension to the discussion, touching on the studio's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a new clarification, Swen Vincke outlined that the company is employing machine learning for particular ancillary purposes. These encompass developing pitch decks, generating early-stage artistic references, and creating temporary text.

Notably, Vincke made clear that the shipping assets in the game will be authored entirely by human artists. "Our team is developing all the content manually," he stated.

We are actively expanding our pool of concept artists and are busily forming dedicated writer rooms.

Since visual development is being specifically called out — we currently have 23 visual developers and have job openings for further talent.

Everything we do is supplementary and focused on letting our team spend greater focus on making content.

Every AI system applied correctly is additive to a artist's routine, not a replacement for their skill.

Tempering Reactions with Clear Intent

The admission of using AI originally sparked unease among a segment of the community. In response, Vincke issued more clarification on social media.

"We use machine learning to explore references, in the same way we use the internet and physical media," he stated. "In the initial planning process we use it as a simple sketch for structure which we then swap out with hand-crafted concept art."

He added, "Our studio recruits artists 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 company's focused strategy to AI and ML, grouping its use into key areas:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to speedily create basic mock-ups of mechanics to validate concepts prior to expensive development.
  • Future Potential for Gameplay: Exploring how machine learning could in the future enhance innovative player agency, particularly in managing dynamic reactions in a detailed game universe.

He clearly stated that central narrative areas — including music composition — are are absolutely not departments where the company is replacing human input. Conversely, Larian is expanding its staff in these precise positions.

"Our studio is neither shipping a game with machine-made assets, nor considering reducing creatives to substitute them with artificial intelligence," Vincke summarized.

RW
Written by

Ronald West

An international business strategist with over 15 years of experience advising multinational corporations on market expansion and sustainability.

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