Larian Studios Explains Its Application of AI Tools for Upcoming Divinity Game
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, generating significant hype within the industry. However, subsequent remarks from the company's figurehead have added nuance to the narrative, addressing the developer's philosophy toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest message, Swen Vincke explained that the company is employing machine learning for specific supporting purposes. These encompass enhancing presentation materials, producing initial concept art, and creating temporary text.
Importantly, Vincke stressed that the final assets in the game will be created exclusively by real creatives. "Our team is writing every line ourselves," he said.
Larian is actively expanding our team of storytellers and are actively forming dedicated writer rooms.
Since visual development is being particularly mentioned — we right now have over twenty concept artists and have roles to fill for additional artists.
Everything we do is incremental and aimed at enabling creatives to spend greater focus on actual creation.
Every machine learning application applied correctly is supplementary to a creative team routine, not a substitute for their skill.
Responding to Feedback and Defining the Path
The news of employing this technology initially generated concern among some the community. In reaction, Vincke issued further detail on public forums.
"We use machine learning to research ideas, in the same way we use search engines and art books," he explained. "During the initial ideation stages we use it as a rough outline for composition which we then replace with original artwork."
He continued, "We've hired creatives for their inherent skill, not for their capacity to execute what a algorithm proposes."
Key Areas of AI Integration
Vincke had previously detailed the team's targeted approach to AI and ML, grouping its use into primary pillars:
- Automation of Tedious Tasks: Areas like polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple versions of mechanics to experiment with concepts ahead of full implementation.
- Long-Term Aspirations: Investigating how machine learning could one day create new forms of gameplay, specifically in creating dynamic reactions in a detailed game universe.
He explicitly noted that central narrative areas — including music composition — are are absolutely not departments where the company is replacing artistic involvement. On the contrary, Larian is actively hiring in these very positions.
"We are not launching a game with any AI components, nor looking at cutting teams to replace them with artificial intelligence," Vincke summarized.