Larian Studios Explains Its Implementation of Generative AI for Upcoming Divinity Game
The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, generating significant hype within the industry. However, follow-up remarks from the studio's co-founder have brought nuance to the discussion, addressing the studio's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a new clarification, the studio's founder detailed that the team is using machine learning for particular preliminary purposes. These encompass fleshing out PowerPoint slides, generating initial artistic references, and creating temporary dialogue.
Notably, Vincke stressed that the final assets in the game will be created entirely by actual artists. "Our team is creating everything in-house," he affirmed.
Larian is continuously growing our roster of writers and are busily putting together dedicated writer rooms.
As visual development is being particularly called out — we currently have twenty-three visual developers and have roles to fill for more artists.
Each initiative we do is additive and focused on enabling creatives to spend more time on making content.
Every AI system implemented properly is additive to a developer's routine, never a stand-in for their skill.
Addressing Concerns and Clarifying the Vision
The news of using AI at first generated unease among some the fanbase. In reaction, Vincke offered further elaboration on social media.
"At Larian, we employ these tools to research ideas, in the same way we use search engines and physical media," he explained. "In the very early planning process we use it as a rough outline for structure which we then swap out with hand-crafted concept art."
He added, "We've hired creatives for their inherent skill, not for their ability to follow what a AI generates."
Three Pillars of Practical Application
Vincke had earlier broken down the company's focused method to this technology, categorizing its use into three main pillars:
- Streamlining Repetitive Work: Areas like polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using technology to speedily create rough versions of mechanics to validate concepts prior to complete development.
- Future Potential for Gameplay: Investigating how machine learning could in the future enhance new forms of gameplay, especially in simulating unforeseen permutations in a complex RPG.
He specifically noted that core creative areas — such as music composition — are not fields where the company is reducing human input. In fact, Larian is recruiting more in these precise roles.
"Our studio is not shipping a game with AI-generated content, nor considering reducing creatives to swap them out with artificial intelligence," Vincke summarized.