🔗 Share this article Larian Studios Details Its Use of Generative AI for New Divinity The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking immense anticipation within the industry. However, recent comments from the studio's lead designer have brought clarity to the conversation, addressing the developer's approach toward machine learning. AI as a Creative Assistant, Not a Substitute In a recent clarification, Swen Vincke explained that the company is using AI technology for specific ancillary purposes. These involve developing pitch decks, producing early-stage visual ideas, and creating draft dialogue. Importantly, Vincke emphasized that the final content in the game will be authored solely by human artists. "We are developing all the content ourselves," he affirmed. Larian is constantly increasing our roster of concept artists and are currently assembling dedicated writer rooms. As this area is being specifically mentioned — we presently have 23 concept artists and have positions available for further artists. All our efforts we do is additive and aimed at enabling creatives to spend more time on making content. Any ML tool applied correctly is supplementary to a creative team workflow, not a substitute for their talent. Tempering Reactions with Clear Intent The admission of employing this technology at first provoked concern among some the fanbase. In reaction, Vincke offered further detail on public forums. "At Larian, we employ these tools to gather inspiration, similar to we use search engines and art books," he stated. "In the initial brainstorming phase we use it as a basic framework for composition which we then replace with hand-crafted artwork." He noted, "We've hired creatives for their creative vision, not for their capacity to execute what a AI generates." Key Areas of AI Integration Vincke had previously detailed the studio's focused strategy to this technology, categorizing its use into primary functions: Automation of Tedious Tasks: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models. Fast-Tracked Experimentation: Using systems to rapidly prototype basic models of gameplay ideas to test concepts ahead of complete implementation. Experimental Frontiers: Researching how AI could in the future enhance emergent reactivity, specifically in managing player-driven narratives in a complex RPG. He specifically affirmed that key artistic disciplines — such as visual art — are not departments where the team is reducing creative input. Conversely, Larian is actively hiring in these precise positions. "We are not shipping a game with any AI components, nor looking at trimming down staff to swap them out with AI," Vincke summarized.
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking immense anticipation within the industry. However, recent comments from the studio's lead designer have brought clarity to the conversation, addressing the developer's approach toward machine learning. AI as a Creative Assistant, Not a Substitute In a recent clarification, Swen Vincke explained that the company is using AI technology for specific ancillary purposes. These involve developing pitch decks, producing early-stage visual ideas, and creating draft dialogue. Importantly, Vincke emphasized that the final content in the game will be authored solely by human artists. "We are developing all the content ourselves," he affirmed. Larian is constantly increasing our roster of concept artists and are currently assembling dedicated writer rooms. As this area is being specifically mentioned — we presently have 23 concept artists and have positions available for further artists. All our efforts we do is additive and aimed at enabling creatives to spend more time on making content. Any ML tool applied correctly is supplementary to a creative team workflow, not a substitute for their talent. Tempering Reactions with Clear Intent The admission of employing this technology at first provoked concern among some the fanbase. In reaction, Vincke offered further detail on public forums. "At Larian, we employ these tools to gather inspiration, similar to we use search engines and art books," he stated. "In the initial brainstorming phase we use it as a basic framework for composition which we then replace with hand-crafted artwork." He noted, "We've hired creatives for their creative vision, not for their capacity to execute what a AI generates." Key Areas of AI Integration Vincke had previously detailed the studio's focused strategy to this technology, categorizing its use into primary functions: Automation of Tedious Tasks: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models. Fast-Tracked Experimentation: Using systems to rapidly prototype basic models of gameplay ideas to test concepts ahead of complete implementation. Experimental Frontiers: Researching how AI could in the future enhance emergent reactivity, specifically in managing player-driven narratives in a complex RPG. He specifically affirmed that key artistic disciplines — such as visual art — are not departments where the team is reducing creative input. Conversely, Larian is actively hiring in these precise positions. "We are not shipping a game with any AI components, nor looking at trimming down staff to swap them out with AI," Vincke summarized.