Larian Studios Details Its Use of Generative AI for Next Divinity Game
The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, creating immense anticipation within the industry. However, subsequent comments from the studio's co-founder have added a new dimension to the conversation, addressing the team's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a recent message, the studio's founder outlined that the company is employing machine learning for particular preliminary purposes. These encompass enhancing pitch decks, producing early-stage artistic references, and creating placeholder copy.
Importantly, Vincke made clear that the final material in the game will be authored entirely by actual artists. "We are creating every line ourselves," he affirmed.
Larian is actively increasing our roster of writers and are actively putting together dedicated writer rooms.
Given that this area is being explicitly mentioned — we presently have over twenty concept artists and have positions available for additional artists.
Everything we do is additive and aimed at enabling creatives to spend more time on actual creation.
Every machine learning application implemented properly is supplementary to a creative team workflow, not a replacement for their craft.
Tempering Reactions with Clear Intent
The revelation of AI usage initially provoked unease among a segment of the fanbase. In response, Vincke provided more detail on online platforms.
"We use AI tools to gather inspiration, just like we use Google and reference books," he explained. "During the very early planning process we use it as a basic framework for structure which we then substitute with authentic concept art."
He noted, "Our studio recruits artists for their unique talent, not for their capacity to follow what a machine suggests."
Key Areas of AI Integration
Vincke had in the past broken down the studio's focused approach to this technology, defining its use into primary pillars:
- 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 speedily create rough models of gameplay ideas to experiment with concepts before expensive development.
- Long-Term Aspirations: Investigating how machine learning could one day create emergent gameplay, especially in creating player-driven narratives in a detailed game universe.
He clearly stated that key artistic domains — including music composition — are not fields where the studio is cutting human involvement. In fact, Larian is expanding its staff in these very fields.
"We are not releasing a game with AI-generated content, nor planning on cutting teams to swap them out with artificial intelligence," Vincke concluded.