Larian Studios Explains Its Application of Generative AI for Upcoming Divinity Game
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking a wave of excitement within the gaming community. However, recent statements from the studio's figurehead have introduced nuance to the narrative, touching on the studio's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a recent statement, Swen Vincke detailed that the developer is utilizing AI technology for specific preliminary tasks. These include fleshing out PowerPoint slides, producing initial artistic references, and drafting draft text.
Importantly, Vincke made clear that the final material in the game will be created entirely by human creatives. "We are developing every line manually," he stated.
We are continuously growing our pool of storytellers and are actively forming writing teams.
As visual development is being explicitly referenced — we currently have twenty-three concept artists and have roles to fill for further artists.
All our efforts we do is supplementary and designed to letting our team spend additional energy on actual creation.
Every machine learning application applied correctly is additive to a creative team workflow, never a stand-in for their skill.
Tempering Reactions with Clear Intent
The news of AI usage initially provoked backlash among portions of the player base. In reaction, Vincke offered more detail on social media.
"We use AI tools to gather inspiration, similar to we use search engines and physical media," he wrote. "In the conceptual ideation stages we use it as a basic framework for structure which we then replace with authentic concept art."
He noted, "We've hired talent for their creative vision, not for their capacity to follow what a AI generates."
Key Areas of AI Integration
Vincke had previously outlined the team's practical strategy to this technology, grouping its use into three main areas:
- Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using systems to rapidly prototype basic mock-ups of mechanics to test concepts ahead of full production.
- Long-Term Aspirations: Exploring how machine learning could eventually create new forms of reactivity, especially in creating unforeseen permutations in a detailed game universe.
He clearly affirmed that core creative domains — like music composition — are not fields where the company is reducing artistic involvement. On the contrary, Larian is recruiting more in these precise fields.
"We are neither shipping a game with machine-made assets, nor planning on trimming down staff to replace them with artificial intelligence," Vincke concluded.