Larian Studios Explains Its Use of AI Tools for Upcoming Divinity
The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, generating immense anticipation within the gaming community. However, subsequent comments from the studio's co-founder have introduced nuance to the discussion, focusing on the team's philosophy toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a recent statement, Swen Vincke detailed that the developer is utilizing generative AI for particular supporting functions. These encompass enhancing pitch decks, producing early-stage concept art, and drafting temporary dialogue.
Importantly, Vincke stressed that the end material in the game will be created exclusively by actual creatives. "Our team is writing all the content manually," he said.
We are constantly increasing our team of concept artists and are actively forming writing teams.
Given that concept art is being explicitly referenced — we right now have twenty-three visual developers and have positions available for additional creatives.
Everything we do is additive and aimed at having people spend additional energy on making content.
Any machine learning application used well is supplementary to a artist's routine, not a replacement for their skill.
Responding to Feedback and Defining the Path
The news of AI usage originally generated unease among a segment of the player base. In reply, Vincke issued more detail on public forums.
"Our team utilizes machine learning to explore references, in the same way we use search engines and reference books," he explained. "During the very early ideation stages we use it as a rough outline for structure which we then substitute with hand-crafted concept art."
He noted, "We've hired creatives for their inherent skill, not for their ability to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had in the past broken down the company's practical strategy to this technology, defining its use into primary areas:
- Handling Monotonous Jobs: Areas like motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to quickly build rough models of mechanics to test concepts ahead of complete implementation.
- Experimental Frontiers: Researching how AI could in the future create innovative gameplay, especially in simulating unforeseen permutations in a vast role-playing world.
He specifically stated that core creative disciplines — like visual art — are are absolutely not fields where the team is reducing creative talent. On the contrary, Larian is recruiting more in these precise positions.
"Larian is not launching a game with machine-made assets, and we are certainly not planning on cutting creatives to swap them out with artificial intelligence," Vincke concluded.