Larian Studios Clarifies Its Implementation of AI Tools for Upcoming Divinity
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, generating immense excitement within the industry. However, follow-up remarks from the company's lead designer have brought nuance to the discussion, focusing on the developer's stance toward AI tools.
A Tool for Ideation, Not Replacement
In a recent clarification, Swen Vincke explained that the developer is using machine learning for certain ancillary tasks. These involve fleshing out presentation materials, generating early-stage artistic references, and writing placeholder dialogue.
Notably, Vincke made clear that the final assets in the game will be authored entirely by real creatives. "Our team is creating everything manually," he stated.
Our studio is continuously expanding our team of storytellers and are busily putting together writing teams.
Given that this area is being specifically mentioned — we right now have twenty-three concept artists and have positions available for more artists.
Everything we do is incremental and focused on having people spend more time on the creative process.
Every machine learning application used well is supplementary to a creative team routine, not a replacement for their craft.
Tempering Reactions with Clear Intent
The admission of AI usage originally sparked backlash among portions of the fanbase. In reaction, Vincke offered further elaboration on online platforms.
"At Larian, we employ AI tools to gather inspiration, similar to we use Google and reference books," he explained. "During the initial planning process we use it as a rough outline for composition which we then substitute with hand-crafted illustrations."
He added, "Our studio recruits artists for their creative vision, 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 method to this technology, grouping its use into key functions:
- Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to quickly build basic versions of mechanics to experiment with concepts ahead of expensive production.
- Long-Term Aspirations: Exploring how machine learning could one day enhance emergent gameplay, particularly in managing unforeseen permutations in a detailed game universe.
He clearly stated that central narrative domains — including visual art — are not areas where the team is reducing human involvement. In fact, Larian is actively hiring in these very roles.
"Our studio is neither shipping a game with any AI components, nor looking at reducing staff to substitute them with artificial intelligence," Vincke stated definitively.