The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking significant anticipation within the industry. However, recent statements from the studio's figurehead have introduced a new dimension to the conversation, focusing on the developer's approach toward machine learning.
In a new clarification, Larian's director outlined that the team is utilizing AI technology for specific preliminary tasks. These involve enhancing pitch decks, producing rough visual ideas, and writing draft dialogue.
Crucially, Vincke stressed that the shipping assets in the game will be crafted solely by human writers. "Our team is writing everything manually," he affirmed.
We are constantly expanding our team of writers and are actively putting together narrative groups.
Given that concept art is being particularly called out — we currently have twenty-three visual developers and have job openings for additional artists.
Everything we do is additive and designed to having people spend more time on actual creation.
Every machine learning application used well is supplementary to a creative team workflow, not a substitute for their skill.
The revelation of AI usage at first sparked concern among portions of the community. In response, Vincke offered further elaboration on social media.
"Our team utilizes these tools to gather inspiration, just like we use the internet and physical media," he explained. "During the initial ideation stages we use it as a rough outline for composition which we then substitute with authentic concept art."
He continued, "Our studio recruits talent for their unique talent, not for their ability to execute what a algorithm proposes."
Vincke had earlier broken down the team's targeted approach to this technology, grouping its use into primary pillars:
He clearly noted that core creative disciplines — like music composition — are not areas where the company is cutting creative input. On the contrary, Larian is recruiting more in these precise fields.
"Our studio is neither shipping a game with machine-made assets, nor looking at cutting staff to swap them out with artificial intelligence," Vincke concluded.
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