Larian Studios Explains Its Use of AI Tools for Next Divinity
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, sparking immense excitement within the industry. However, follow-up comments from the company's co-founder have brought nuance to the narrative, addressing the developer's approach toward AI tools.
A Tool for Ideation, Not Replacement
In a latest clarification, Swen Vincke outlined that the developer is using generative AI for specific ancillary functions. These include developing PowerPoint slides, generating rough artistic references, and creating placeholder text.
Notably, Vincke emphasized that the end assets in the game will be authored exclusively by real artists. "Larian is developing every line ourselves," he said.
We are continuously expanding our pool of storytellers and are busily putting together narrative groups.
Since concept art is being explicitly mentioned — we right now have twenty-three concept artists and have job openings for further creatives.
All our efforts we do is incremental and aimed at enabling creatives to spend additional energy on actual creation.
Every machine learning application used well is a boost to a artist's workflow, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of employing this technology at first generated backlash among portions of the player base. In reaction, Vincke provided more elaboration on public forums.
"Our team utilizes machine learning to research ideas, in the same way we use Google and physical media," he stated. "In the very early planning process we use it as a simple sketch for structure which we then replace with original artwork."
He added, "Larian brings on artists for their inherent skill, not for their ability to execute what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past outlined the studio's practical method to machine learning, categorizing its use into primary areas:
- Handling Monotonous Jobs: This includes motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create rough mock-ups of mechanics to validate concepts before complete implementation.
- Future Potential for Gameplay: Researching how AI could in the future facilitate innovative reactivity, specifically in simulating dynamic reactions in a detailed game universe.
He explicitly stated that key artistic disciplines — including visual art — are not areas where the studio is replacing creative talent. Conversely, Larian is recruiting more in these precise roles.
"Larian is neither launching a game with any AI components, and we are certainly not looking at reducing staff to swap them out with artificial intelligence," Vincke summarized.