Larian Studios Clarifies Its Use of AI Tools for Next Project
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, generating significant excitement within the industry. However, recent comments from the company's figurehead have added clarity to the discussion, addressing the developer's stance toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a recent message, Larian's director outlined that the team is using generative AI for particular preliminary tasks. These encompass fleshing out pitch decks, creating early-stage artistic references, and writing temporary dialogue.
Notably, Vincke made clear that the final assets in the game will be crafted exclusively by real artists. "Our team is developing all the content in-house," he stated.
Larian is continuously expanding our team of concept artists and are actively forming writing teams.
Given that concept art is being explicitly referenced — we presently have 23 artistic staff and have positions available for further artists.
All our efforts we do is incremental and aimed at having people spend additional energy on the creative process.
Every machine learning application implemented properly is supplementary to a developer's routine, not a replacement for their talent.
Responding to Feedback and Defining the Path
The revelation of using AI originally sparked backlash among a segment of the fanbase. In reaction, Vincke provided additional detail on online platforms.
"At Larian, we employ these tools to explore references, in the same way we use the internet and reference books," he explained. "In the initial brainstorming phase we use it as a simple sketch for composition which we then replace with hand-crafted artwork."
He continued, "We've hired artists for their unique talent, not for their capacity to execute what a algorithm proposes."
Key Areas of AI Integration
Vincke had in the past outlined the company's focused strategy to machine learning, categorizing its use into key areas:
- Handling Monotonous Jobs: This encompasses polishing mocap data, voice editing, and technical processes like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using technology to speedily create basic mock-ups of scenarios to test concepts before full development.
- Long-Term Aspirations: Investigating how machine learning could one day create emergent gameplay, especially in managing player-driven narratives in a detailed game universe.
He clearly noted that core creative domains — including visual art — are are absolutely not departments where the company is replacing creative involvement. On the contrary, Larian is actively hiring in these exact fields.
"Our studio is not releasing a game with machine-made assets, nor considering reducing creatives to substitute them with artificial intelligence," Vincke stated definitively.