🔗 Share this article Larian Studios Explains Its Application of Generative AI for New Project The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, generating significant anticipation within the player base. However, recent remarks from the studio's co-founder have introduced a new dimension to the conversation, addressing the developer's approach toward machine learning. Augmenting Workflows, Not Cutting Jobs In a latest message, Swen Vincke explained that the team is utilizing machine learning for specific preliminary functions. These involve fleshing out pitch decks, creating rough concept art, and creating temporary dialogue. Notably, Vincke made clear that the final assets in the game will be crafted solely by human creatives. "Our team is developing everything manually," he said. We are constantly growing our team of storytellers and are currently forming writing teams. Given that visual development is being specifically mentioned — we presently have 23 concept artists and have job openings for more talent. Each initiative we do is supplementary and focused on enabling creatives to spend more time on actual creation. Any ML tool applied correctly is a boost to a artist's routine, never a stand-in for their craft. Tempering Reactions with Clear Intent The news of AI usage at first sparked backlash among portions of the community. In response, Vincke offered further clarification on public forums. "We use machine learning to research ideas, just like we use Google and reference books," he wrote. "In the initial planning process we use it as a rough outline for structure which we then replace with hand-crafted artwork." He continued, "Our studio recruits creatives for their inherent skill, not for their ability to execute what a machine suggests." Key Areas of AI Integration Vincke had earlier outlined the team's focused approach to machine learning, defining its use into primary areas: Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and Larian-specific work like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using systems to speedily create rough mock-ups of gameplay ideas to experiment with concepts ahead of expensive production. Long-Term Aspirations: Exploring how AI could one day create emergent gameplay, particularly in managing unforeseen permutations in a detailed game universe. He clearly stated that central narrative disciplines — including visual art — are are absolutely not areas where the company is cutting artistic talent. In fact, Larian is actively hiring in these very roles. "Larian is not launching a game with AI-generated content, nor planning on reducing teams to swap them out with AI," Vincke stated definitively.
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, generating significant anticipation within the player base. However, recent remarks from the studio's co-founder have introduced a new dimension to the conversation, addressing the developer's approach toward machine learning. Augmenting Workflows, Not Cutting Jobs In a latest message, Swen Vincke explained that the team is utilizing machine learning for specific preliminary functions. These involve fleshing out pitch decks, creating rough concept art, and creating temporary dialogue. Notably, Vincke made clear that the final assets in the game will be crafted solely by human creatives. "Our team is developing everything manually," he said. We are constantly growing our team of storytellers and are currently forming writing teams. Given that visual development is being specifically mentioned — we presently have 23 concept artists and have job openings for more talent. Each initiative we do is supplementary and focused on enabling creatives to spend more time on actual creation. Any ML tool applied correctly is a boost to a artist's routine, never a stand-in for their craft. Tempering Reactions with Clear Intent The news of AI usage at first sparked backlash among portions of the community. In response, Vincke offered further clarification on public forums. "We use machine learning to research ideas, just like we use Google and reference books," he wrote. "In the initial planning process we use it as a rough outline for structure which we then replace with hand-crafted artwork." He continued, "Our studio recruits creatives for their inherent skill, not for their ability to execute what a machine suggests." Key Areas of AI Integration Vincke had earlier outlined the team's focused approach to machine learning, defining its use into primary areas: Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and Larian-specific work like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using systems to speedily create rough mock-ups of gameplay ideas to experiment with concepts ahead of expensive production. Long-Term Aspirations: Exploring how AI could one day create emergent gameplay, particularly in managing unforeseen permutations in a detailed game universe. He clearly stated that central narrative disciplines — including visual art — are are absolutely not areas where the company is cutting artistic talent. In fact, Larian is actively hiring in these very roles. "Larian is not launching a game with AI-generated content, nor planning on reducing teams to swap them out with AI," Vincke stated definitively.