Larian Studios Clarifies Its Use of Generative AI for Upcoming Divinity Game
The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, sparking significant excitement within the gaming community. However, follow-up comments from the studio's figurehead have brought clarity to the discussion, focusing on the developer's philosophy toward machine learning.
A Tool for Ideation, Not Replacement
In a latest statement, Larian's director detailed that the developer is employing machine learning for specific preliminary tasks. These include developing PowerPoint slides, creating rough concept art, and drafting temporary dialogue.
Notably, Vincke emphasized that the final material in the game will be crafted entirely by actual creatives. "Our team is writing everything in-house," he said.
We are actively growing our roster of writers and are busily forming dedicated writer rooms.
Given that visual development is being specifically mentioned — we currently have 23 concept artists and have roles to fill for additional artists.
Each initiative we do is supplementary and aimed at enabling creatives to spend greater focus on the creative process.
Any AI system implemented properly is a boost to a artist's process, never a stand-in for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of using AI at first provoked unease among a segment of the community. In reaction, Vincke provided more clarification on public forums.
"We use machine learning to research ideas, in the same way we use the internet and physical media," he explained. "During the initial ideation stages we use it as a basic framework for layout which we then swap out with authentic concept art."
He continued, "Our studio recruits artists for their inherent skill, not for their willingness to replicate what a AI generates."
Key Areas of AI Integration
Vincke had previously detailed the team's targeted strategy to AI and ML, grouping its use into key areas:
- Streamlining Repetitive Work: Areas like polishing mocap data, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to speedily create basic models of scenarios to experiment with concepts prior to full production.
- Future Potential for Gameplay: Exploring how AI could eventually create emergent reactivity, particularly in creating unforeseen permutations in a complex RPG.
He explicitly stated that central narrative domains — like visual art — are are absolutely not departments where the company is cutting artistic talent. In fact, Larian is recruiting more in these very positions.
"Larian is neither releasing a game with AI-generated content, and we are certainly not considering cutting staff to swap them out with AI," Vincke concluded.