🔗 Share this article Larian Studios Explains Its Application of Generative AI for Next Divinity The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, sparking immense excitement within the gaming community. However, follow-up statements from the studio's co-founder have added clarity to the discussion, addressing the team's stance toward AI tools. AI as a Creative Assistant, Not a Substitute In a new statement, Larian's director outlined that the developer is utilizing AI technology for specific ancillary purposes. These involve developing pitch decks, generating initial visual ideas, and drafting placeholder text. Crucially, Vincke made clear that the shipping content in the game will be authored entirely by human artists. "We are writing every line manually," he said. We are constantly increasing our roster of writers and are actively assembling writing teams. Since this area is being specifically referenced — we presently have over twenty visual developers and have job openings for additional creatives. All our efforts we do is additive and aimed at having people spend greater focus on the creative process. Every AI system used well is supplementary to a developer's workflow, never a stand-in for their craft. Addressing Concerns and Clarifying the Vision The news of employing this technology initially generated unease among a segment of the player base. In response, Vincke issued additional elaboration on social media. "Our team utilizes machine learning to explore references, in the same way we use Google and art books," he explained. "In the conceptual brainstorming phase we use it as a simple sketch for composition which we then substitute with hand-crafted artwork." He noted, "Our studio recruits creatives for their unique talent, not for their capacity to execute what a algorithm proposes." Three Pillars of Practical Application Vincke had previously broken down the team's focused method to AI and ML, defining its use into three main areas: Automation of Tedious Tasks: This includes polishing mocap data, audio processing, and technical processes like retargeting animations. Rapid Prototyping ('White Boxing'): Using systems to speedily create basic versions of scenarios to experiment with concepts ahead of full development. Long-Term Aspirations: Researching how machine learning could one day create innovative gameplay, especially in creating unforeseen permutations in a vast role-playing world. He specifically noted that central narrative areas — like visual art — are not departments where the studio is cutting human input. In fact, Larian is expanding its staff in these exact roles. "Our studio is neither shipping a game with AI-generated content, and we are certainly not looking at cutting teams to swap them out with artificial intelligence," Vincke stated definitively.
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, sparking immense excitement within the gaming community. However, follow-up statements from the studio's co-founder have added clarity to the discussion, addressing the team's stance toward AI tools. AI as a Creative Assistant, Not a Substitute In a new statement, Larian's director outlined that the developer is utilizing AI technology for specific ancillary purposes. These involve developing pitch decks, generating initial visual ideas, and drafting placeholder text. Crucially, Vincke made clear that the shipping content in the game will be authored entirely by human artists. "We are writing every line manually," he said. We are constantly increasing our roster of writers and are actively assembling writing teams. Since this area is being specifically referenced — we presently have over twenty visual developers and have job openings for additional creatives. All our efforts we do is additive and aimed at having people spend greater focus on the creative process. Every AI system used well is supplementary to a developer's workflow, never a stand-in for their craft. Addressing Concerns and Clarifying the Vision The news of employing this technology initially generated unease among a segment of the player base. In response, Vincke issued additional elaboration on social media. "Our team utilizes machine learning to explore references, in the same way we use Google and art books," he explained. "In the conceptual brainstorming phase we use it as a simple sketch for composition which we then substitute with hand-crafted artwork." He noted, "Our studio recruits creatives for their unique talent, not for their capacity to execute what a algorithm proposes." Three Pillars of Practical Application Vincke had previously broken down the team's focused method to AI and ML, defining its use into three main areas: Automation of Tedious Tasks: This includes polishing mocap data, audio processing, and technical processes like retargeting animations. Rapid Prototyping ('White Boxing'): Using systems to speedily create basic versions of scenarios to experiment with concepts ahead of full development. Long-Term Aspirations: Researching how machine learning could one day create innovative gameplay, especially in creating unforeseen permutations in a vast role-playing world. He specifically noted that central narrative areas — like visual art — are not departments where the studio is cutting human input. In fact, Larian is expanding its staff in these exact roles. "Our studio is neither shipping a game with AI-generated content, and we are certainly not looking at cutting teams to swap them out with artificial intelligence," Vincke stated definitively.