Larian Studios Explains Its Implementation of Machine Learning for Upcoming Divinity

The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, creating significant anticipation within the industry. However, follow-up statements from the company's co-founder have added nuance to the discussion, touching on the studio's stance toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a recent clarification, Larian's director detailed that the developer is utilizing machine learning for particular preliminary tasks. These involve enhancing presentation materials, generating rough artistic references, and writing placeholder dialogue.

Importantly, Vincke stressed that the final material in the game will be authored exclusively by human writers. "Larian is creating everything in-house," he affirmed.

Larian is constantly expanding our team of storytellers and are busily forming narrative groups.

Given that concept art is being particularly referenced — we currently have 23 concept artists and have job openings for further artists.

Each initiative we do is incremental and designed to enabling creatives to spend greater focus on the creative process.

Any machine learning application used well is additive to a artist's process, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The admission of employing this technology at first generated unease among a segment of the fanbase. In reply, Vincke offered additional detail on public forums.

"At Larian, we employ AI tools to gather inspiration, just like we use search engines and reference books," he wrote. "During the very early planning process we use it as a basic framework for layout which we then replace with hand-crafted artwork."

He continued, "We've hired creatives for their creative vision, not for their ability to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had previously outlined the studio's targeted strategy to this technology, defining its use into three main functions:

  • Streamlining Repetitive Work: This includes polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic models of gameplay ideas to experiment with concepts before expensive implementation.
  • Long-Term Aspirations: Researching how AI could eventually facilitate innovative reactivity, especially in managing unforeseen permutations in a complex RPG.

He clearly stated that core creative domains — including writing — are are in no way departments where the company is replacing artistic talent. On the contrary, Larian is expanding its staff in these exact positions.

"Our studio is not launching a game with any AI components, nor considering reducing teams to substitute them with artificial intelligence," Vincke summarized.

Julie Rodgers
Julie Rodgers

A seasoned gaming analyst with over a decade of experience in online casino strategies and player psychology.