Larian Studios Details Its Use of AI Tools for Upcoming Divinity Game
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, creating significant excitement within the gaming community. However, subsequent comments from the studio's co-founder have brought a new dimension to the discussion, touching on the team's approach toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new statement, the studio's founder explained that the developer is using AI technology for specific preliminary functions. These encompass developing pitch decks, generating rough artistic references, and creating temporary dialogue.
Notably, Vincke made clear that the end assets in the game will be authored entirely by real artists. "We are creating every line ourselves," he said.
Larian is constantly growing our team of concept artists and are busily assembling writing teams.
Given that visual development is being specifically referenced — we right now have over twenty artistic staff and have job openings for more creatives.
All our efforts we do is supplementary and aimed at having people spend more time on actual creation.
Every machine learning application applied correctly is a boost to a artist's workflow, not a replacement for their skill.
Addressing Concerns and Clarifying the Vision
The news of using AI initially sparked concern among portions of the fanbase. In reply, Vincke offered more clarification on public forums.
"Our team utilizes AI tools to explore references, just like we use the internet and physical media," he wrote. "In the very early ideation stages we use it as a simple sketch for composition which we then substitute with authentic illustrations."
He continued, "Our studio recruits creatives for their creative vision, not for their willingness to replicate what a machine suggests."
Three Pillars of Practical Application
Vincke had earlier broken down the studio's focused approach to machine learning, categorizing its use into three main pillars:
- Automation of Tedious Tasks: This includes refining animations, audio processing, and pipeline-specific tasks like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build rough models of gameplay ideas to test concepts ahead of expensive production.
- Experimental Frontiers: Researching how AI could eventually enhance new forms of gameplay, especially in simulating unforeseen permutations in a detailed game universe.
He clearly affirmed that core creative domains — such as visual art — are not departments where the studio is cutting human talent. In fact, Larian is expanding its staff in these precise positions.
"We are neither shipping a game with any AI components, nor planning on trimming down staff to swap them out with AI," Vincke stated definitively.