Larian Studios Details Its Implementation of AI Tools for Next Divinity Game
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, sparking a wave of anticipation within the gaming community. However, recent statements from the studio's co-founder have introduced a new dimension to the conversation, addressing the studio's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a recent message, Swen Vincke explained that the developer is utilizing generative AI for specific supporting tasks. These involve fleshing out PowerPoint slides, generating early-stage visual ideas, and creating placeholder dialogue.
Crucially, Vincke stressed that the shipping material in the game will be created solely by human writers. "Our team is developing every line in-house," he stated.
We are actively expanding our pool of writers and are busily assembling narrative groups.
As visual development is being specifically mentioned — we right now have over twenty visual developers and have job openings for additional artists.
Everything we do is additive and aimed at enabling creatives to spend additional energy on making content.
Every machine learning application implemented properly is supplementary to a creative team process, not a substitute for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of using AI at first sparked backlash among a segment of the fanbase. In reaction, Vincke provided additional detail on public forums.
"We use these tools to gather inspiration, similar to we use the internet and physical media," he explained. "In the initial ideation stages we use it as a basic framework for composition which we then substitute with hand-crafted artwork."
He noted, "We've hired artists for their creative vision, not for their capacity to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had in the past outlined the team's practical strategy to AI and ML, defining its use into three main areas:
- Handling Monotonous Jobs: This includes refining animations, audio processing, and pipeline-specific tasks like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create simple mock-ups of scenarios to test concepts prior to expensive implementation.
- Future Potential for Gameplay: Exploring how AI could in the future facilitate emergent reactivity, particularly in creating dynamic reactions in a detailed game universe.
He clearly affirmed that core creative domains — such as writing — are are in no way areas where the studio is cutting creative talent. In fact, Larian is recruiting more in these precise fields.
"Larian is neither shipping a game with any AI components, and we are certainly not planning on cutting teams to substitute them with artificial intelligence," Vincke concluded.