🔗 Share this article Larian Studios Details Its Implementation of AI Tools for Next Project The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, sparking a wave of hype within the player base. However, recent comments from the studio's lead designer have added a new dimension to the discussion, addressing the studio's philosophy toward machine learning. A Tool for Ideation, Not Replacement In a recent message, Larian's director outlined that the company is using machine learning for certain preliminary tasks. These encompass fleshing out pitch decks, generating initial visual ideas, and writing draft text. Notably, Vincke stressed that the end content in the game will be crafted entirely by actual artists. "Our team is writing everything manually," he said. Larian is actively increasing our pool of writers and are busily assembling narrative groups. Since visual development is being particularly called out — we presently have over twenty concept artists and have roles to fill for additional artists. All our efforts we do is incremental and designed to letting our team spend more time on making content. Any ML tool implemented properly is additive to a artist's process, not a substitute for their skill. Addressing Concerns and Clarifying the Vision The revelation of employing this technology originally provoked backlash among portions of the community. In reply, Vincke offered further clarification on public forums. "Our team utilizes machine learning to explore references, similar to we use the internet and physical media," he stated. "In the conceptual brainstorming phase we use it as a simple sketch for composition which we then replace with authentic artwork." He continued, "Our studio recruits creatives for their unique talent, not for their capacity to execute what a machine suggests." Three Pillars of Practical Application Vincke had earlier outlined the company's focused strategy to this technology, grouping its use into three main areas: Handling Monotonous Jobs: This encompasses polishing mocap data, voice editing, and technical processes like adjusting assets for various species. Rapid Prototyping ('White Boxing'): Using technology to quickly build basic versions of scenarios to test concepts before expensive development. Future Potential for Gameplay: Exploring how machine learning could in the future create emergent gameplay, particularly in creating player-driven narratives in a complex RPG. He explicitly affirmed that central narrative areas — like writing — are not fields where the studio is reducing artistic involvement. On the contrary, Larian is actively hiring in these very positions. "Larian is not launching a game with machine-made assets, and we are certainly not considering trimming down creatives to substitute them with artificial intelligence," Vincke stated definitively.
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, sparking a wave of hype within the player base. However, recent comments from the studio's lead designer have added a new dimension to the discussion, addressing the studio's philosophy toward machine learning. A Tool for Ideation, Not Replacement In a recent message, Larian's director outlined that the company is using machine learning for certain preliminary tasks. These encompass fleshing out pitch decks, generating initial visual ideas, and writing draft text. Notably, Vincke stressed that the end content in the game will be crafted entirely by actual artists. "Our team is writing everything manually," he said. Larian is actively increasing our pool of writers and are busily assembling narrative groups. Since visual development is being particularly called out — we presently have over twenty concept artists and have roles to fill for additional artists. All our efforts we do is incremental and designed to letting our team spend more time on making content. Any ML tool implemented properly is additive to a artist's process, not a substitute for their skill. Addressing Concerns and Clarifying the Vision The revelation of employing this technology originally provoked backlash among portions of the community. In reply, Vincke offered further clarification on public forums. "Our team utilizes machine learning to explore references, similar to we use the internet and physical media," he stated. "In the conceptual brainstorming phase we use it as a simple sketch for composition which we then replace with authentic artwork." He continued, "Our studio recruits creatives for their unique talent, not for their capacity to execute what a machine suggests." Three Pillars of Practical Application Vincke had earlier outlined the company's focused strategy to this technology, grouping its use into three main areas: Handling Monotonous Jobs: This encompasses polishing mocap data, voice editing, and technical processes like adjusting assets for various species. Rapid Prototyping ('White Boxing'): Using technology to quickly build basic versions of scenarios to test concepts before expensive development. Future Potential for Gameplay: Exploring how machine learning could in the future create emergent gameplay, particularly in creating player-driven narratives in a complex RPG. He explicitly affirmed that central narrative areas — like writing — are not fields where the studio is reducing artistic involvement. On the contrary, Larian is actively hiring in these very positions. "Larian is not launching a game with machine-made assets, and we are certainly not considering trimming down creatives to substitute them with artificial intelligence," Vincke stated definitively.