Larian Studios Details Its Implementation of Generative AI for Upcoming Project
The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, generating significant excitement within the gaming community. However, follow-up remarks from the company's lead designer have introduced clarity to the conversation, addressing the team's stance toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent message, Larian's director detailed that the company is using AI technology for specific supporting functions. These include enhancing pitch decks, creating early-stage concept art, and creating placeholder text.
Crucially, Vincke made clear that the final material in the game will be authored entirely by real creatives. "Our team is creating everything in-house," he stated.
Larian is actively growing our roster of writers and are currently assembling dedicated writer rooms.
Since concept art is being specifically referenced — we currently have twenty-three artistic staff and have roles to fill for further artists.
All our efforts we do is supplementary and focused on having people spend additional energy on the creative process.
Every machine learning application used well is additive to a creative team process, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The admission of using AI at first provoked unease among some the community. In reply, Vincke offered additional detail on public forums.
"We use these tools to explore references, similar to we use search engines and reference books," he wrote. "During the initial brainstorming phase we use it as a simple sketch for composition which we then substitute with authentic illustrations."
He continued, "Our studio recruits creatives for their inherent skill, not for their willingness to follow what a algorithm proposes."
Three Pillars of Practical Application
Vincke had previously outlined the team's targeted method to AI and ML, categorizing its use into primary pillars:
- Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and technical processes like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to rapidly prototype rough mock-ups of scenarios to validate concepts prior to full production.
- Long-Term Aspirations: Exploring how machine learning could in the future enhance new forms of gameplay, especially in managing unforeseen permutations in a detailed game universe.
He specifically stated that key artistic disciplines — such as music composition — are not departments where the team is reducing creative talent. In fact, Larian is actively hiring in these very roles.
"We are neither releasing a game with machine-made assets, nor considering trimming down teams to substitute them with artificial intelligence," Vincke summarized.