The Divinity Developer Clarifies Its Implementation of AI Tools for Next Project
The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, sparking a wave of anticipation within the gaming community. However, follow-up statements from the company's figurehead have added nuance to the conversation, focusing on the studio's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a recent message, Larian's director outlined that the team is employing machine learning for specific ancillary tasks. These include developing pitch decks, producing early-stage concept art, and creating draft text.
Notably, Vincke emphasized that the end assets in the game will be created exclusively by actual creatives. "Our team is creating every line manually," he affirmed.
We are constantly increasing our roster of storytellers and are actively forming writing teams.
As visual development is being explicitly mentioned — we right now have twenty-three visual developers and have positions available for more creatives.
Each initiative we do is supplementary and focused on letting our team spend additional energy on the creative process.
Any ML tool implemented properly is a boost to a artist's routine, not a replacement for their craft.
Tempering Reactions with Clear Intent
The revelation of using AI at first sparked unease among a segment of the fanbase. In reaction, Vincke provided more clarification on online platforms.
"At Larian, we employ these tools to explore references, just like we use search engines and art books," he stated. "In the conceptual brainstorming phase we use it as a basic framework for structure which we then swap out with authentic artwork."
He noted, "Larian brings on talent for their creative vision, not for their willingness to replicate what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past broken down the studio's focused approach to this technology, grouping its use into three main areas:
- Streamlining Repetitive Work: Areas like motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create rough versions of scenarios to test concepts prior to full implementation.
- Experimental Frontiers: Exploring how AI could eventually enhance new forms of reactivity, especially in simulating unforeseen permutations in a complex RPG.
He clearly affirmed that central narrative domains — including music composition — are not fields where the company is cutting creative talent. Conversely, Larian is recruiting more in these precise roles.
"Larian is neither launching a game with AI-generated content, nor planning on trimming down creatives to replace them with AI," Vincke stated definitively.