Larian Studios Details Its Implementation of AI Tools for Upcoming Divinity Game

The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, generating significant excitement within the gaming community. However, follow-up statements from the studio's figurehead have brought a new dimension to the narrative, addressing the team's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a latest statement, Larian's director detailed that the company is utilizing AI technology for certain ancillary purposes. These encompass developing presentation materials, producing initial concept art, and writing draft copy.

Importantly, Vincke made clear that the end content in the game will be crafted entirely by real artists. "Our team is creating all the content in-house," he said.

Our studio is constantly increasing our pool of concept artists and are busily forming narrative groups.

As visual development is being specifically referenced β€” we currently have 23 visual developers and have job openings for additional creatives.

All our efforts we do is incremental and aimed at enabling creatives to spend additional energy on the creative process.

Any ML tool used well is additive to a artist's process, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The admission of employing this technology initially generated concern among portions of the player base. In reaction, Vincke issued further elaboration on online platforms.

"At Larian, we employ AI tools to explore references, just like we use search engines and physical media," he explained. "During the very early ideation stages we use it as a rough outline for layout which we then replace with hand-crafted illustrations."

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 previously outlined the team's practical strategy to machine learning, defining its use into three main pillars:

  • Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Accelerated Iteration: Using tools to rapidly prototype rough mock-ups of gameplay ideas to test concepts before complete implementation.
  • Experimental Frontiers: Exploring how machine learning could eventually facilitate new forms of gameplay, specifically in creating dynamic reactions in a detailed game universe.

He clearly noted that central narrative domains β€” such as music composition β€” are are absolutely not fields where the team is cutting artistic talent. Conversely, Larian is recruiting more in these very roles.

"Larian is neither shipping a game with AI-generated content, nor considering reducing teams to substitute them with AI," Vincke concluded.

Ruth Martin
Ruth Martin

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