Larian Studios Explains Its Use of Generative AI for Upcoming Divinity
The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, sparking immense hype within the industry. However, follow-up comments from the studio's figurehead have introduced clarity to the narrative, touching on the studio's philosophy toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a recent message, the studio's founder explained that the company is employing machine learning for particular ancillary functions. These involve fleshing out PowerPoint slides, generating rough visual ideas, and drafting temporary dialogue.
Crucially, Vincke emphasized that the shipping assets in the game will be authored solely by actual creatives. "Our team is creating everything ourselves," he stated.
We are continuously increasing our roster of concept artists and are busily assembling dedicated writer rooms.
As visual development is being specifically referenced — we presently have over twenty concept artists and have positions available for more talent.
Each initiative we do is additive and designed to enabling creatives to spend greater focus on actual creation.
Every AI system implemented properly is a boost to a artist's routine, not a substitute for their skill.
Tempering Reactions with Clear Intent
The admission of using AI at first generated concern among a segment of the player base. In reaction, Vincke offered further elaboration on public forums.
"Our team utilizes these tools to research ideas, similar to we use search engines and art books," he explained. "During the initial brainstorming phase we use it as a simple sketch for composition which we then replace with authentic artwork."
He continued, "Larian brings on talent for their unique talent, not for their ability to follow what a machine suggests."
Three Pillars of Practical Application
Vincke had earlier detailed the company's practical method to machine learning, grouping its use into three main functions:
- Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using technology to quickly build rough versions of gameplay ideas to test concepts ahead of full implementation.
- Future Potential for Gameplay: Exploring how machine learning could one day create emergent player agency, specifically in simulating unforeseen permutations in a detailed game universe.
He explicitly stated that key artistic areas — like visual art — are not fields where the company is reducing creative involvement. In fact, Larian is actively hiring in these very roles.
"We are neither launching a game with AI-generated content, nor looking at trimming down teams to swap them out with artificial intelligence," Vincke concluded.