Larian Studios Clarifies Its Use of AI Tools for Next Divinity Game
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, generating immense anticipation within the industry. However, follow-up statements from the studio's figurehead have introduced nuance to the discussion, focusing on the studio's stance toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a new clarification, Swen Vincke detailed that the team is using AI technology for certain ancillary tasks. These encompass developing pitch decks, creating early-stage concept art, and creating draft copy.
Crucially, Vincke made clear that the end material in the game will be authored solely by actual writers. "Our team is writing every line ourselves," he stated.
We are continuously expanding our team of concept artists and are busily forming dedicated writer rooms.
Since concept art is being particularly referenced — we presently have 23 artistic staff and have roles to fill for further creatives.
Everything we do is supplementary and designed to having people spend additional energy on making content.
Any ML tool implemented properly is additive to a developer's routine, never a stand-in for their craft.
Tempering Reactions with Clear Intent
The news of employing this technology at first generated backlash among a segment of the fanbase. In reply, Vincke provided additional detail on social media.
"At Larian, we employ these tools to gather inspiration, similar to we use the internet and reference books," he stated. "In the very early brainstorming phase we use it as a rough outline for structure which we then swap out with authentic artwork."
He added, "Our studio recruits artists for their unique talent, not for their capacity to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had earlier detailed the team's practical method to this technology, categorizing its use into primary pillars:
- Streamlining Repetitive Work: This encompasses motion capture cleaning, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Accelerated Iteration: Using systems to rapidly prototype rough models of scenarios to test concepts prior to full development.
- Long-Term Aspirations: Exploring how machine learning could in the future facilitate emergent reactivity, specifically in creating player-driven narratives in a complex RPG.
He clearly noted that central narrative disciplines — like music composition — are are absolutely not departments where the team is reducing creative input. On the contrary, Larian is actively hiring in these very positions.
"We are not launching a game with AI-generated content, and we are certainly not considering trimming down staff to swap them out with AI," Vincke concluded.