Larian Studios Clarifies Its Application of AI Tools for New Divinity
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, generating significant anticipation within the player base. However, follow-up statements from the company's lead designer have brought nuance to the discussion, focusing on the developer's stance toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a new statement, Larian's director detailed that the company is utilizing AI technology for particular preliminary tasks. These involve developing PowerPoint slides, producing initial concept art, and drafting draft copy.
Crucially, Vincke stressed that the shipping assets in the game will be authored exclusively by human writers. "We are creating everything ourselves," he said.
Larian is continuously growing our pool of concept artists and are busily assembling writing teams.
Since concept art is being particularly referenced — we right now have twenty-three concept artists and have job openings for further talent.
Everything we do is supplementary and aimed at having people spend more time on making content.
Every ML tool applied correctly is additive to a creative team routine, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The revelation of employing this technology originally provoked unease among portions of the community. In reply, Vincke provided further detail on public forums.
"We use these tools to explore references, similar to we use Google and physical media," he explained. "In the very early brainstorming phase we use it as a rough outline for composition which we then substitute with authentic artwork."
He continued, "We've hired talent for their unique talent, not for their capacity to replicate what a algorithm proposes."
Key Areas of AI Integration
Vincke had earlier detailed the team's practical approach to machine learning, defining its use into primary pillars:
- Automation of Tedious Tasks: This includes polishing mocap data, voice editing, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build basic versions of mechanics to experiment with concepts before expensive implementation.
- Long-Term Aspirations: Researching how machine learning could one day facilitate new forms of player agency, especially in managing unforeseen permutations in a vast role-playing world.
He explicitly stated that key artistic areas — like visual art — are are absolutely not areas where the team is cutting artistic input. Conversely, Larian is expanding its staff in these very roles.
"We are neither shipping a game with AI-generated content, and we are certainly not planning on trimming down staff to substitute them with AI," Vincke concluded.