Larian Studios Clarifies Its Use of Generative AI for Upcoming Divinity
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, creating immense hype within the player base. However, recent statements from the company's lead designer have introduced a new dimension to the discussion, touching on the team's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a recent statement, the studio's founder detailed that the company is utilizing generative AI for specific preliminary tasks. These include fleshing out PowerPoint slides, creating rough visual ideas, and writing placeholder dialogue.
Importantly, Vincke emphasized that the shipping content in the game will be authored solely by real writers. "We are writing all the content manually," he affirmed.
We are actively expanding our team of concept artists and are currently forming writing teams.
As visual development is being specifically called out — we right now have 23 concept artists and have roles to fill for more creatives.
All our efforts we do is additive and focused on having people spend additional energy on the creative process.
Every ML tool applied correctly is supplementary to a creative team routine, not a replacement for their skill.
Addressing Concerns and Clarifying the Vision
The admission of AI usage originally generated concern among some the player base. In response, Vincke provided additional elaboration on public forums.
"Our team utilizes these tools to gather inspiration, in the same way we use search engines and physical media," he stated. "In the very early brainstorming phase we use it as a rough outline for composition which we then swap out with authentic concept art."
He added, "Our studio recruits artists for their creative vision, not for their ability to follow what a AI generates."
Focused Uses for Machine Learning
Vincke had previously broken down the company's focused approach to this technology, categorizing its use into primary pillars:
- Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using tools to quickly build basic versions of gameplay ideas to test concepts before full implementation.
- Long-Term Aspirations: Exploring how AI could one day facilitate emergent gameplay, particularly in managing player-driven narratives in a complex RPG.
He explicitly noted that central narrative disciplines — like visual art — are not fields where the studio is cutting human input. Conversely, Larian is actively hiring in these precise positions.
"We are neither releasing a game with machine-made assets, and we are certainly not looking at reducing teams to substitute them with artificial intelligence," Vincke concluded.