Larian Studios Explains Its Application of Generative AI for Next Divinity Game
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, creating immense excitement within the player base. However, recent statements from the company's lead designer have introduced clarity to the discussion, touching on the developer's approach toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a recent message, the studio's founder detailed that the team is utilizing generative AI for certain ancillary tasks. These encompass fleshing out presentation materials, producing early-stage artistic references, and drafting temporary text.
Importantly, Vincke stressed that the final material in the game will be created solely by actual creatives. "Our team is developing everything ourselves," he stated.
Larian is constantly expanding our pool of writers and are currently putting together narrative groups.
As visual development is being particularly referenced — we right now have over twenty concept artists and have job openings for further talent.
All our efforts we do is supplementary and focused on having people spend additional energy on actual creation.
Every machine learning application used well is additive to a creative team workflow, never a stand-in for their skill.
Responding to Feedback and Defining the Path
The news of AI usage originally provoked unease among a segment of the player base. In reply, Vincke provided further elaboration on public forums.
"Our team utilizes machine learning to explore references, in the same way we use Google and art books," he stated. "During the initial planning process we use it as a simple sketch for structure which we then replace with original artwork."
He continued, "Our studio recruits creatives for their creative vision, not for their ability to execute what a algorithm proposes."
Three Pillars of Practical Application
Vincke had earlier detailed the studio's practical approach to this technology, grouping its use into three main functions:
- Automation of Tedious Tasks: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using technology to quickly build simple models of gameplay ideas to validate concepts ahead of expensive production.
- Long-Term Aspirations: Researching how machine learning could one day facilitate innovative reactivity, particularly in simulating unforeseen permutations in a detailed game universe.
He clearly noted that key artistic disciplines — such as writing — are are absolutely not departments where the studio is cutting human input. Conversely, Larian is expanding its staff in these exact positions.
"We are not launching a game with AI-generated content, and we are certainly not looking at cutting teams to substitute them with AI," Vincke summarized.