🔗 Share this article The Divinity Developer Explains Its Use of Machine Learning for Upcoming Project The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, sparking significant anticipation within the gaming community. However, recent statements from the company's co-founder have brought clarity to the discussion, touching on the studio's philosophy toward AI tools. A Tool for Ideation, Not Replacement In a new clarification, Swen Vincke detailed that the company is using AI technology for particular supporting tasks. These involve enhancing pitch decks, creating rough visual ideas, and drafting draft dialogue. Crucially, Vincke made clear that the end material in the game will be crafted solely by actual artists. "Larian is writing everything in-house," he stated. We are continuously expanding our team of writers and are currently forming dedicated writer rooms. As visual development is being explicitly mentioned — we currently have twenty-three visual developers and have job openings for more creatives. Each initiative we do is supplementary and aimed at enabling creatives to spend additional energy on actual creation. Every AI system applied correctly is supplementary to a developer's routine, not a substitute for their talent. Addressing Concerns and Clarifying the Vision The admission of employing this technology at first sparked backlash among a segment of the community. In response, Vincke offered further elaboration on online platforms. "At Larian, we employ machine learning to research ideas, similar to we use Google and reference books," he stated. "In the very early planning process we use it as a rough outline for layout which we then substitute with authentic illustrations." He added, "Our studio recruits talent for their inherent skill, not for their willingness to follow what a AI generates." Focused Uses for Machine Learning Vincke had earlier outlined the studio's targeted strategy to AI and ML, grouping its use into key pillars: Automation of Tedious Tasks: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models. Fast-Tracked Experimentation: Using technology to quickly build basic models of scenarios to test concepts before expensive development. Long-Term Aspirations: Exploring how machine learning could in the future enhance innovative player agency, especially in creating unforeseen permutations in a complex RPG. He specifically noted that core creative domains — including writing — are are in no way areas where the team is replacing human involvement. In fact, Larian is actively hiring in these precise positions. "Our studio is not shipping a game with machine-made assets, nor planning on cutting staff to replace them with artificial intelligence," Vincke summarized.
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, sparking significant anticipation within the gaming community. However, recent statements from the company's co-founder have brought clarity to the discussion, touching on the studio's philosophy toward AI tools. A Tool for Ideation, Not Replacement In a new clarification, Swen Vincke detailed that the company is using AI technology for particular supporting tasks. These involve enhancing pitch decks, creating rough visual ideas, and drafting draft dialogue. Crucially, Vincke made clear that the end material in the game will be crafted solely by actual artists. "Larian is writing everything in-house," he stated. We are continuously expanding our team of writers and are currently forming dedicated writer rooms. As visual development is being explicitly mentioned — we currently have twenty-three visual developers and have job openings for more creatives. Each initiative we do is supplementary and aimed at enabling creatives to spend additional energy on actual creation. Every AI system applied correctly is supplementary to a developer's routine, not a substitute for their talent. Addressing Concerns and Clarifying the Vision The admission of employing this technology at first sparked backlash among a segment of the community. In response, Vincke offered further elaboration on online platforms. "At Larian, we employ machine learning to research ideas, similar to we use Google and reference books," he stated. "In the very early planning process we use it as a rough outline for layout which we then substitute with authentic illustrations." He added, "Our studio recruits talent for their inherent skill, not for their willingness to follow what a AI generates." Focused Uses for Machine Learning Vincke had earlier outlined the studio's targeted strategy to AI and ML, grouping its use into key pillars: Automation of Tedious Tasks: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models. Fast-Tracked Experimentation: Using technology to quickly build basic models of scenarios to test concepts before expensive development. Long-Term Aspirations: Exploring how machine learning could in the future enhance innovative player agency, especially in creating unforeseen permutations in a complex RPG. He specifically noted that core creative domains — including writing — are are in no way areas where the team is replacing human involvement. In fact, Larian is actively hiring in these precise positions. "Our studio is not shipping a game with machine-made assets, nor planning on cutting staff to replace them with artificial intelligence," Vincke summarized.