🔗 Share this article Larian Studios Clarifies Its Implementation of Machine Learning for Next Project The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, creating significant excitement within the industry. However, subsequent comments from the company's co-founder have introduced a new dimension to the conversation, focusing on the developer's stance toward machine learning. Augmenting Workflows, Not Cutting Jobs In a recent message, Swen Vincke detailed that the company is utilizing AI technology for particular ancillary functions. These include enhancing pitch decks, generating early-stage visual ideas, and creating placeholder dialogue. Notably, Vincke emphasized that the end content in the game will be created entirely by human artists. "Our team is writing all the content ourselves," he stated. Our studio is constantly increasing our pool of storytellers and are busily putting together narrative groups. Given that this area is being explicitly called out — we currently have over twenty visual developers and have job openings for further artists. Everything we do is incremental and focused on letting our team spend greater focus on making content. Any AI system used well is a boost to a creative team workflow, not a replacement for their craft. Addressing Concerns and Clarifying the Vision The news of AI usage at first provoked unease among portions of the fanbase. In reaction, Vincke provided further detail on online platforms. "We use AI tools to gather inspiration, just like we use the internet and reference books," he wrote. "In the initial ideation stages we use it as a simple sketch for layout which we then replace with hand-crafted concept art." He continued, "We've hired creatives for their unique talent, not for their willingness to follow what a machine suggests." Three Pillars of Practical Application Vincke had earlier broken down the studio's targeted approach to machine learning, categorizing its use into three main areas: Automation of Tedious Tasks: This includes polishing mocap data, dialogue cleanup, and technical processes like adjusting assets for various species. Rapid Prototyping ('White Boxing'): Using technology to speedily create basic models of gameplay ideas to validate concepts before full development. Future Potential for Gameplay: Investigating how AI could one day facilitate innovative reactivity, especially in simulating player-driven narratives in a detailed game universe. He specifically noted that central narrative areas — such as music composition — are are in no way areas where the company is replacing creative talent. Conversely, Larian is actively hiring in these exact positions. "We are not shipping a game with machine-made assets, and we are certainly not considering cutting creatives to replace them with artificial intelligence," Vincke stated definitively.
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, creating significant excitement within the industry. However, subsequent comments from the company's co-founder have introduced a new dimension to the conversation, focusing on the developer's stance toward machine learning. Augmenting Workflows, Not Cutting Jobs In a recent message, Swen Vincke detailed that the company is utilizing AI technology for particular ancillary functions. These include enhancing pitch decks, generating early-stage visual ideas, and creating placeholder dialogue. Notably, Vincke emphasized that the end content in the game will be created entirely by human artists. "Our team is writing all the content ourselves," he stated. Our studio is constantly increasing our pool of storytellers and are busily putting together narrative groups. Given that this area is being explicitly called out — we currently have over twenty visual developers and have job openings for further artists. Everything we do is incremental and focused on letting our team spend greater focus on making content. Any AI system used well is a boost to a creative team workflow, not a replacement for their craft. Addressing Concerns and Clarifying the Vision The news of AI usage at first provoked unease among portions of the fanbase. In reaction, Vincke provided further detail on online platforms. "We use AI tools to gather inspiration, just like we use the internet and reference books," he wrote. "In the initial ideation stages we use it as a simple sketch for layout which we then replace with hand-crafted concept art." He continued, "We've hired creatives for their unique talent, not for their willingness to follow what a machine suggests." Three Pillars of Practical Application Vincke had earlier broken down the studio's targeted approach to machine learning, categorizing its use into three main areas: Automation of Tedious Tasks: This includes polishing mocap data, dialogue cleanup, and technical processes like adjusting assets for various species. Rapid Prototyping ('White Boxing'): Using technology to speedily create basic models of gameplay ideas to validate concepts before full development. Future Potential for Gameplay: Investigating how AI could one day facilitate innovative reactivity, especially in simulating player-driven narratives in a detailed game universe. He specifically noted that central narrative areas — such as music composition — are are in no way areas where the company is replacing creative talent. Conversely, Larian is actively hiring in these exact positions. "We are not shipping a game with machine-made assets, and we are certainly not considering cutting creatives to replace them with artificial intelligence," Vincke stated definitively.