Larian Studios Explains Its Implementation of AI Tools for Next Divinity
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking a wave of anticipation within the player base. However, follow-up comments from the studio's figurehead have introduced a new dimension to the discussion, touching on the team's stance toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a recent message, the studio's founder detailed that the company is utilizing generative AI for certain preliminary functions. These encompass enhancing presentation materials, producing early-stage artistic references, and drafting placeholder text.
Crucially, Vincke emphasized that the final content in the game will be crafted entirely by human writers. "Our team is developing all the content in-house," he affirmed.
We are constantly growing our pool of storytellers and are actively assembling narrative groups.
Since concept art is being explicitly called out — we currently have 23 artistic staff and have roles to fill for additional artists.
Each initiative we do is incremental and focused on letting our team spend additional energy on the creative process.
Any AI system implemented properly is a boost to a creative team routine, not a replacement for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of AI usage initially generated unease among portions of the community. In reaction, Vincke offered further clarification on online platforms.
"We use AI tools to explore references, just like we use the internet and art books," he stated. "In the initial brainstorming phase we use it as a simple sketch for composition which we then replace with original concept art."
He added, "Our studio recruits creatives for their unique talent, not for their capacity to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had in the past broken down the studio's focused strategy to AI and ML, grouping its use into key pillars:
- Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build simple versions of mechanics to experiment with concepts prior to complete development.
- Experimental Frontiers: Exploring how AI could in the future create innovative reactivity, especially in managing player-driven narratives in a detailed game universe.
He explicitly noted that key artistic disciplines — including music composition — are not areas where the studio is reducing artistic talent. In fact, Larian is expanding its staff in these exact fields.
"We are neither releasing a game with any AI components, and we are certainly not considering trimming down creatives to substitute them with artificial intelligence," Vincke stated definitively.