Larian Studios Details Its Use of Generative AI for New Divinity Game
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking significant excitement within the gaming community. However, subsequent statements from the company's lead designer have brought a new dimension to the discussion, addressing the studio's stance toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a new statement, the studio's founder explained that the company is utilizing machine learning for particular preliminary purposes. These involve developing pitch decks, producing early-stage concept art, and creating placeholder text.
Notably, Vincke stressed that the shipping assets in the game will be authored solely by actual creatives. "We are creating every line ourselves," he affirmed.
We are continuously growing our pool of storytellers and are currently forming narrative groups.
Given that visual development is being particularly referenced — we right now have over twenty visual developers and have job openings for more talent.
Each initiative we do is incremental and aimed at enabling creatives to spend additional energy on actual creation.
Any AI system applied correctly is supplementary to a creative team process, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The admission of AI usage initially provoked concern among a segment of the community. In reply, Vincke provided additional clarification on social media.
"Our team utilizes AI tools to explore references, just like we use the internet and physical media," he explained. "In the conceptual planning process we use it as a basic framework for layout which we then replace with authentic illustrations."
He noted, "Larian brings on talent for their inherent skill, not for their willingness to replicate what a algorithm proposes."
Three Pillars of Practical Application
Vincke had earlier detailed the team's targeted method to this technology, grouping its use into three main pillars:
- Handling Monotonous Jobs: Areas like polishing mocap data, voice editing, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using tools to rapidly prototype basic models of mechanics to experiment with concepts prior to full development.
- Long-Term Aspirations: Exploring how AI could in the future enhance emergent player agency, particularly in managing dynamic reactions in a detailed game universe.
He clearly affirmed that key artistic disciplines — like visual art — are are in no way fields where the team is replacing creative involvement. In fact, Larian is expanding its staff in these exact roles.
"Our studio is neither launching a game with AI-generated content, and we are certainly not considering trimming down staff to swap them out with AI," Vincke concluded.