Larian Studios Explains Its Use of AI Tools for New Divinity Game
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, creating significant excitement within the gaming community. However, recent statements from the studio's figurehead have added a new dimension to the narrative, addressing the studio's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a new message, the studio's founder explained that the company is employing AI technology for specific supporting purposes. These involve developing presentation materials, producing early-stage concept art, and writing temporary dialogue.
Crucially, Vincke made clear that the shipping assets in the game will be crafted exclusively by actual artists. "We are writing every line ourselves," he said.
Our studio is actively increasing our roster of storytellers and are currently assembling writing teams.
As concept art is being explicitly called out — we currently have 23 artistic staff and have positions available for additional creatives.
All our efforts we do is incremental and aimed at letting our team spend more time on the creative process.
Every machine learning application applied correctly is additive to a developer's workflow, not a replacement for their skill.
Responding to Feedback and Defining the Path
The news of using AI initially provoked concern among portions of the player base. In reply, Vincke issued additional elaboration on public forums.
"Our team utilizes AI tools to explore references, just like we use the internet and reference books," he wrote. "During the very early planning process we use it as a rough outline for layout which we then swap out with hand-crafted artwork."
He continued, "We've hired artists for their inherent skill, not for their capacity to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had earlier outlined the studio's practical strategy to AI and ML, defining its use into primary pillars:
- Handling Monotonous Jobs: Areas like motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Accelerated Iteration: Using systems to speedily create simple versions of scenarios to validate concepts prior to full production.
- Experimental Frontiers: Researching how AI could in the future create new forms of reactivity, especially in creating unforeseen permutations in a complex RPG.
He clearly noted that central narrative domains — including visual art — are not areas where the company is replacing human involvement. On the contrary, Larian is actively hiring in these exact positions.
"We are neither shipping a game with machine-made assets, and we are certainly not considering reducing staff to substitute them with AI," Vincke concluded.