🔗 Share this article Larian Studios Clarifies Its Application of AI Tools for Upcoming Divinity The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating a wave of hype within the industry. However, recent statements from the company's co-founder have introduced nuance to the narrative, touching on the developer's approach toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a latest statement, Swen Vincke detailed that the developer is utilizing generative AI for particular ancillary functions. These encompass fleshing out PowerPoint slides, producing early-stage artistic references, and creating placeholder copy. Crucially, Vincke made clear that the end content in the game will be authored solely by actual creatives. "Our team is creating all the content in-house," he affirmed. Our studio is constantly increasing our pool of writers and are currently putting together writing teams. Given that this area is being specifically called out — we right now have over twenty visual developers and have job openings for more talent. All our efforts we do is incremental and focused on having people spend additional energy on making content. Every AI system used well is additive to a developer's process, not a replacement for their skill. Responding to Feedback and Defining the Path The admission of using AI originally provoked unease among some the player base. In reply, Vincke issued additional detail on online platforms. "Our team utilizes these tools to research ideas, in the same way we use search engines and art books," he wrote. "In the conceptual brainstorming phase we use it as a rough outline for structure which we then substitute with hand-crafted concept art." He noted, "We've hired talent for their unique talent, not for their ability to follow what a AI generates." Focused Uses for Machine Learning Vincke had earlier detailed the team's practical strategy to machine learning, defining its use into three main areas: Handling Monotonous Jobs: Areas like motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models. Fast-Tracked Experimentation: Using technology to quickly build simple mock-ups of scenarios to validate concepts before complete development. Long-Term Aspirations: Exploring how machine learning could eventually facilitate new forms of player agency, specifically in simulating dynamic reactions in a complex RPG. He clearly affirmed that central narrative areas — like music composition — are are in no way fields where the team is replacing artistic input. On the contrary, Larian is actively hiring in these precise fields. "We are not launching a game with any AI components, nor planning on cutting teams to substitute them with AI," Vincke concluded.
The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating a wave of hype within the industry. However, recent statements from the company's co-founder have introduced nuance to the narrative, touching on the developer's approach toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a latest statement, Swen Vincke detailed that the developer is utilizing generative AI for particular ancillary functions. These encompass fleshing out PowerPoint slides, producing early-stage artistic references, and creating placeholder copy. Crucially, Vincke made clear that the end content in the game will be authored solely by actual creatives. "Our team is creating all the content in-house," he affirmed. Our studio is constantly increasing our pool of writers and are currently putting together writing teams. Given that this area is being specifically called out — we right now have over twenty visual developers and have job openings for more talent. All our efforts we do is incremental and focused on having people spend additional energy on making content. Every AI system used well is additive to a developer's process, not a replacement for their skill. Responding to Feedback and Defining the Path The admission of using AI originally provoked unease among some the player base. In reply, Vincke issued additional detail on online platforms. "Our team utilizes these tools to research ideas, in the same way we use search engines and art books," he wrote. "In the conceptual brainstorming phase we use it as a rough outline for structure which we then substitute with hand-crafted concept art." He noted, "We've hired talent for their unique talent, not for their ability to follow what a AI generates." Focused Uses for Machine Learning Vincke had earlier detailed the team's practical strategy to machine learning, defining its use into three main areas: Handling Monotonous Jobs: Areas like motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models. Fast-Tracked Experimentation: Using technology to quickly build simple mock-ups of scenarios to validate concepts before complete development. Long-Term Aspirations: Exploring how machine learning could eventually facilitate new forms of player agency, specifically in simulating dynamic reactions in a complex RPG. He clearly affirmed that central narrative areas — like music composition — are are in no way fields where the team is replacing artistic input. On the contrary, Larian is actively hiring in these precise fields. "We are not launching a game with any AI components, nor planning on cutting teams to substitute them with AI," Vincke concluded.