Larian Studios Clarifies Its Implementation of Generative AI for Next Project
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, sparking a wave of excitement within the player base. However, subsequent comments from the studio's figurehead have added nuance to the discussion, addressing the studio's philosophy toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest statement, Larian's director explained that the team is employing generative AI for particular preliminary functions. These encompass fleshing out pitch decks, generating rough concept art, and writing draft dialogue.
Importantly, Vincke stressed that the final material in the game will be crafted entirely by real creatives. "Our team is writing every line manually," he stated.
Larian is actively expanding our team of writers and are actively putting together dedicated writer rooms.
Since this area is being particularly called out — we right now have over twenty artistic staff and have roles to fill for further talent.
All our efforts we do is incremental and aimed at enabling creatives to spend more time on making content.
Every machine learning application applied correctly is a boost to a artist's routine, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of AI usage at first generated unease among some the player base. In response, Vincke provided further clarification on public forums.
"At Larian, we employ machine learning to gather inspiration, in the same way we use Google and art books," he stated. "During the initial planning process we use it as a rough outline for structure which we then replace with authentic concept art."
He added, "Our studio recruits talent for their creative vision, not for their willingness to follow what a AI generates."
Three Pillars of Practical Application
Vincke had in the past broken down the company's practical method to this technology, defining its use into three main areas:
- Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build basic models of mechanics to experiment with concepts before expensive implementation.
- Long-Term Aspirations: Exploring how AI could in the future facilitate emergent gameplay, especially in simulating unforeseen permutations in a detailed game universe.
He explicitly affirmed that core creative disciplines — such as writing — are not departments where the studio is replacing creative talent. On the contrary, Larian is expanding its staff in these very fields.
"Larian is neither shipping a game with any AI components, and we are certainly not planning on trimming down teams to substitute them with artificial intelligence," Vincke summarized.