Larian Studios Clarifies Its Use of Generative AI for Next Divinity
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, creating immense excitement within the industry. However, follow-up comments from the studio's co-founder have introduced nuance to the narrative, focusing on the developer's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a latest clarification, the studio's founder explained that the company is employing generative AI for certain preliminary functions. These include fleshing out pitch decks, producing rough visual ideas, and drafting placeholder text.
Importantly, Vincke made clear that the end material in the game will be authored exclusively by real creatives. "Our team is writing every line manually," he affirmed.
We are constantly increasing our team of concept artists and are currently forming narrative groups.
Since concept art is being particularly referenced — we currently have 23 visual developers and have job openings for further creatives.
Each initiative we do is supplementary and aimed at enabling creatives to spend more time on making content.
Every ML tool implemented properly is a boost to a creative team workflow, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of using AI at first provoked backlash among portions of the player base. In reaction, Vincke provided more detail on social media.
"At Larian, we employ machine learning to research ideas, in the same way we use search engines and physical media," he explained. "During the very early planning process we use it as a rough outline for layout which we then substitute with original concept art."
He added, "Larian brings on creatives for their creative vision, not for their capacity to follow what a machine suggests."
Three Pillars of Practical Application
Vincke had previously detailed the team's focused approach to AI and ML, categorizing its use into key pillars:
- Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create rough mock-ups of scenarios to experiment with concepts prior to expensive production.
- Future Potential for Gameplay: Investigating how machine learning could one day create new forms of gameplay, specifically in creating unforeseen permutations in a detailed game universe.
He explicitly noted that central narrative domains — like music composition — are are absolutely not departments where the company is cutting creative talent. Conversely, Larian is recruiting more in these exact positions.
"Our studio is not releasing a game with machine-made assets, nor considering cutting staff to swap them out with artificial intelligence," Vincke summarized.