Larian Studios Details Its Implementation of Generative AI for New Divinity Game
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, generating immense excitement within the player base. However, follow-up comments from the company's lead designer have brought a new dimension to the conversation, touching on the team's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a new statement, Larian's director explained that the team is employing AI technology for specific preliminary tasks. These involve developing pitch decks, generating initial visual ideas, and writing temporary text.
Crucially, Vincke emphasized that the shipping content in the game will be crafted solely by actual writers. "Larian is writing every line manually," he stated.
We are actively growing our team of storytellers and are actively forming narrative groups.
Since this area is being particularly mentioned — we presently have 23 artistic staff and have job openings for additional talent.
All our efforts we do is additive and focused on enabling creatives to spend more time on actual creation.
Every ML tool used well is supplementary to a developer's routine, not a replacement for their talent.
Responding to Feedback and Defining the Path
The admission of employing this technology at first sparked unease among some the fanbase. In reply, Vincke provided more elaboration on social media.
"We use AI tools to explore references, in the same way we use Google and physical media," he stated. "In the conceptual brainstorming phase we use it as a simple sketch for structure which we then substitute with authentic illustrations."
He noted, "Our studio recruits creatives for their unique talent, not for their ability to replicate what a AI generates."
Focused Uses for Machine Learning
Vincke had earlier detailed the studio's targeted method to AI and ML, grouping its use into three main functions:
- Handling Monotonous Jobs: This encompasses refining animations, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype simple mock-ups of mechanics to test concepts prior to complete implementation.
- Long-Term Aspirations: Researching how AI could in the future create new forms of reactivity, particularly in creating dynamic reactions in a detailed game universe.
He clearly affirmed that central narrative areas — such as visual art — are are absolutely not areas where the studio is reducing artistic involvement. In fact, Larian is recruiting more in these very roles.
"Our studio is neither releasing a game with machine-made assets, and we are certainly not considering reducing staff to swap them out with AI," Vincke summarized.