Larian Studios Explains Its Use of AI Tools for Upcoming Divinity
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, sparking a wave of hype within the gaming community. However, subsequent remarks from the company's co-founder have added nuance to the discussion, focusing on the team's approach toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, the studio's founder outlined that the developer is utilizing AI technology for particular ancillary purposes. These involve developing presentation materials, generating initial visual ideas, and creating temporary copy.
Crucially, Vincke stressed that the end assets in the game will be crafted entirely by real artists. "We are developing everything manually," he stated.
We are continuously expanding our pool of concept artists and are currently putting together narrative groups.
Since concept art is being explicitly mentioned — we right now have over twenty artistic staff and have job openings for more artists.
Everything we do is additive and designed to having people spend additional energy on the creative process.
Any machine learning application applied correctly is supplementary to a creative team process, never a stand-in for their skill.
Addressing Concerns and Clarifying the Vision
The news of employing this technology at first generated unease among portions of the player base. In reaction, Vincke provided further elaboration on online platforms.
"Our team utilizes AI tools to explore references, similar to we use Google and art books," he stated. "During the initial planning process we use it as a basic framework for layout which we then substitute with hand-crafted artwork."
He added, "We've hired creatives for their unique talent, not for their willingness to execute what a machine suggests."
Key Areas of AI Integration
Vincke had previously outlined the studio's practical approach to AI and ML, grouping its use into key functions:
- Streamlining Repetitive Work: This encompasses polishing mocap data, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to rapidly prototype rough models of mechanics to validate concepts before full development.
- Experimental Frontiers: Exploring how AI could eventually enhance new forms of reactivity, specifically in managing dynamic reactions in a detailed game universe.
He explicitly noted that central narrative areas — including writing — are are absolutely not departments where the company is cutting creative involvement. In fact, Larian is expanding its staff in these very positions.
"Our studio is neither shipping a game with AI-generated content, nor looking at reducing staff to substitute them with artificial intelligence," Vincke stated definitively.