Larian Studios Explains Its Application of AI Tools for Next Divinity Game
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, sparking a wave of hype within the industry. However, recent comments from the studio's co-founder have introduced a new dimension to the discussion, focusing on the studio's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a recent statement, Larian's director detailed that the developer is using machine learning for particular preliminary tasks. These involve fleshing out PowerPoint slides, creating rough concept art, and writing draft dialogue.
Notably, Vincke made clear that the end content in the game will be crafted entirely by actual artists. "Our team is creating every line in-house," he stated.
Larian is actively increasing our team of writers and are busily putting together narrative groups.
Given that this area is being explicitly referenced — we right now have 23 concept artists and have positions available for more talent.
Each initiative we do is additive and aimed at letting our team spend additional energy on making content.
Any ML tool implemented properly is a boost to a creative team process, not a substitute for their skill.
Tempering Reactions with Clear Intent
The admission of employing this technology originally provoked unease among some the community. In reply, Vincke issued additional clarification on social media.
"We use machine learning to explore references, in the same way we use the internet and reference books," he wrote. "In the conceptual ideation stages we use it as a rough outline for composition which we then substitute with authentic concept art."
He noted, "Larian brings on artists for their unique talent, not for their willingness to replicate what a AI generates."
Three Pillars of Practical Application
Vincke had previously broken down the company's focused approach to machine learning, categorizing its use into primary areas:
- Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to rapidly prototype basic mock-ups of mechanics to experiment with concepts before full production.
- Experimental Frontiers: Exploring how AI could eventually facilitate emergent reactivity, especially in creating unforeseen permutations in a complex RPG.
He specifically affirmed that core creative areas — such as music composition — are are in no way departments where the studio is reducing human involvement. On the contrary, Larian is expanding its staff in these exact positions.
"Our studio is neither shipping a game with machine-made assets, and we are certainly not looking at cutting staff to replace them with AI," Vincke stated definitively.