Larian Studios Clarifies Its Use of Generative AI for New Divinity Game
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, sparking a wave of hype within the gaming community. However, subsequent comments from the company's lead designer have introduced nuance to the discussion, touching on the team's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent message, the studio's founder detailed that the company is employing generative AI for particular supporting tasks. These involve developing PowerPoint slides, generating rough concept art, and creating draft dialogue.
Notably, Vincke stressed that the shipping content in the game will be created entirely by actual creatives. "We are writing all the content manually," he affirmed.
Larian is continuously increasing our team of concept artists and are busily forming narrative groups.
Given that this area is being explicitly mentioned — we currently have over twenty visual developers and have job openings for additional artists.
Everything we do is additive and aimed at having people spend more time on making content.
Every ML tool used well is supplementary to a artist's routine, not a substitute for their talent.
Addressing Concerns and Clarifying the Vision
The news of AI usage originally sparked unease among some the player base. In reply, Vincke offered more detail on social media.
"We use these tools to explore references, in the same way we use the internet and reference books," he explained. "During the very early planning process we use it as a basic framework for layout which we then substitute with authentic artwork."
He added, "Our studio recruits talent for their creative vision, not for their ability to replicate what a algorithm proposes."
Key Areas of AI Integration
Vincke had in the past outlined the company's targeted strategy to this technology, grouping its use into key functions:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough mock-ups of mechanics to experiment with concepts ahead of full production.
- Experimental Frontiers: Researching how machine learning could eventually create emergent player agency, particularly in managing player-driven narratives in a complex RPG.
He clearly stated that central narrative disciplines — like visual art — are are absolutely not areas where the company is reducing human talent. Conversely, Larian is recruiting more in these exact fields.
"Larian is neither launching a game with machine-made assets, nor looking at cutting creatives to substitute them with AI," Vincke summarized.