Larian Studios Clarifies Its Use of AI Tools for Next Divinity Game
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, creating a wave of hype within the industry. However, follow-up statements from the company's figurehead have introduced nuance to the discussion, addressing the studio's approach toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, Larian's director outlined that the developer is employing generative AI for certain ancillary purposes. These encompass fleshing out pitch decks, producing initial artistic references, and drafting temporary dialogue.
Notably, Vincke stressed that the shipping assets in the game will be crafted exclusively by real artists. "Our team is creating every line manually," he stated.
We are continuously growing our team of concept artists and are busily putting together narrative groups.
Given that concept art is being explicitly called out — we right now have twenty-three artistic staff and have job openings for additional creatives.
All our efforts we do is supplementary and aimed at having people spend additional energy on the creative process.
Every machine learning application applied correctly is a boost to a artist's routine, not a replacement for their craft.
Tempering Reactions with Clear Intent
The news of AI usage at first generated concern among a segment of the community. In reaction, Vincke provided further clarification on online platforms.
"At Larian, we employ these tools to gather inspiration, in the same way we use search engines and reference books," he stated. "During the initial ideation stages we use it as a rough outline for layout which we then replace with hand-crafted illustrations."
He noted, "We've hired creatives for their creative vision, not for their capacity to replicate what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier detailed the studio's targeted strategy to machine learning, categorizing its use into three main areas:
- Handling Monotonous Jobs: Areas like motion capture cleaning, audio processing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build basic models of mechanics to experiment with concepts before expensive development.
- Experimental Frontiers: Investigating how AI could in the future create new forms of gameplay, especially in simulating player-driven narratives in a complex RPG.
He explicitly noted that core creative areas — such as visual art — are are absolutely not departments where the team is cutting artistic input. Conversely, Larian is expanding its staff in these precise fields.
"Our studio is neither launching a game with any AI components, nor considering trimming down staff to replace them with AI," Vincke concluded.