Larian Studios Details Its Application of AI Tools for Next Divinity Game

The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, sparking immense anticipation within the industry. However, follow-up statements from the company's lead designer have brought nuance to the discussion, focusing on the team's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a recent message, Swen Vincke outlined that the company is utilizing AI technology for certain preliminary functions. These encompass fleshing out pitch decks, creating early-stage visual ideas, and drafting draft dialogue.

Crucially, Vincke emphasized that the shipping assets in the game will be crafted solely by real artists. "Larian is developing everything ourselves," he stated.

We are constantly expanding our team of storytellers and are actively assembling dedicated writer rooms.

Since visual development is being particularly called out — we presently have over twenty artistic staff and have roles to fill for more artists.

Everything we do is additive and focused on having people spend more time on actual creation.

Any machine learning application implemented properly is additive to a artist's routine, never a stand-in for their craft.

Responding to Feedback and Defining the Path

The admission of AI usage originally generated backlash among portions of the community. In reply, Vincke offered more elaboration on public forums.

"Our team utilizes machine learning to gather inspiration, in the same way we use search engines and reference books," he explained. "During the initial brainstorming phase we use it as a rough outline for structure which we then substitute with hand-crafted illustrations."

He noted, "Our studio recruits creatives for their inherent skill, not for their capacity to execute what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past broken down the company's focused approach to AI and ML, grouping its use into three main pillars:

  • Streamlining Repetitive Work: This encompasses motion capture cleaning, audio processing, and technical processes like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using tools to speedily create rough models of mechanics to experiment with concepts prior to complete production.
  • Long-Term Aspirations: Exploring how machine learning could one day facilitate new forms of reactivity, specifically in creating unforeseen permutations in a vast role-playing world.

He clearly affirmed that key artistic disciplines — such as music composition — are are in no way areas where the studio is reducing artistic involvement. On the contrary, Larian is expanding its staff in these very positions.

"We are neither releasing a game with any AI components, nor looking at cutting staff to substitute them with AI," Vincke stated definitively.

Bruce Lee
Bruce Lee

Seasoned casino strategist with over a decade of experience in roulette and gaming analysis.