Larian Studios Explains Its Use of Machine Learning for Upcoming Divinity Game

The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking a wave of excitement within the gaming community. However, subsequent statements from the company's figurehead have added nuance to the discussion, focusing on the developer's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a new statement, Swen Vincke detailed that the company is using machine learning for certain ancillary purposes. These encompass fleshing out presentation materials, producing early-stage concept art, and writing temporary copy.

Notably, Vincke stressed that the shipping material in the game will be authored entirely by human writers. "Larian is writing all the content ourselves," he affirmed.

Our studio is constantly growing our team of storytellers and are actively forming narrative groups.

Given that this area is being particularly referenced — we right now have twenty-three visual developers and have roles to fill for more artists.

Everything we do is incremental and designed to enabling creatives to spend more time on actual creation.

Every machine learning application used well is additive to a developer's routine, never a stand-in for their skill.

Tempering Reactions with Clear Intent

The admission of AI usage initially generated backlash among a segment of the community. In reply, Vincke issued additional elaboration on social media.

"We use machine learning to gather inspiration, similar to we use Google and art books," he stated. "In the very early brainstorming phase we use it as a rough outline for layout which we then swap out with original illustrations."

He continued, "Larian brings on creatives for their creative vision, not for their willingness to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had previously outlined the studio's focused strategy to AI and ML, defining its use into primary functions:

  • Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and pipeline-specific tasks like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using technology to speedily create simple mock-ups of gameplay ideas to experiment with concepts ahead of full production.
  • Long-Term Aspirations: Investigating how AI could eventually facilitate innovative gameplay, specifically in managing unforeseen permutations in a detailed game universe.

He specifically stated that central narrative disciplines — including writing — are not areas where the studio is cutting human input. In fact, Larian is recruiting more in these precise fields.

"Larian is not releasing a game with any AI components, and we are certainly not planning on cutting teams to substitute them with AI," Vincke summarized.

Andrew Ruiz
Andrew Ruiz

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