Larian Studios Details Its Use of AI Tools for Next Divinity
The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, sparking significant hype within the industry. However, recent remarks from the company's co-founder have added a new dimension to the narrative, focusing on the developer's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a new message, Swen Vincke explained that the developer is utilizing generative AI for particular ancillary functions. These encompass fleshing out presentation materials, producing initial concept art, and writing placeholder copy.
Importantly, Vincke stressed that the shipping material in the game will be authored exclusively by actual writers. "Our team is developing all the content in-house," he stated.
We are constantly increasing our team of storytellers and are busily putting together dedicated writer rooms.
Since visual development is being explicitly called out — we presently have over twenty visual developers and have positions available for further talent.
Everything we do is incremental and designed to letting our team spend additional energy on making content.
Any AI system applied correctly is supplementary to a creative team process, not a substitute for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology originally generated concern among portions of the community. In reaction, Vincke offered additional elaboration on online platforms.
"At Larian, we employ AI tools to gather inspiration, similar to we use the internet and art books," he explained. "During the very early ideation stages we use it as a simple sketch for layout which we then swap out with authentic illustrations."
He continued, "Our studio recruits artists for their inherent skill, not for their ability to follow what a AI generates."
Three Pillars of Practical Application
Vincke had previously detailed the company's targeted strategy to machine learning, grouping its use into key areas:
- Streamlining Repetitive Work: This encompasses motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using tools to rapidly prototype simple models of scenarios to validate concepts before complete development.
- Future Potential for Gameplay: Exploring how machine learning could one day create new forms of reactivity, especially in managing unforeseen permutations in a vast role-playing world.
He explicitly noted that key artistic domains — like music composition — are not areas where the team is reducing creative talent. In fact, Larian is expanding its staff in these very roles.
"Larian is neither releasing a game with machine-made assets, and we are certainly not looking at cutting creatives to replace them with artificial intelligence," Vincke concluded.