Larian Studios Details Its Application of Generative AI for Next Project
The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, creating a wave of anticipation within the player base. However, subsequent comments from the studio's lead designer have introduced a new dimension to the conversation, addressing the developer's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a new message, Swen Vincke outlined that the company is utilizing generative AI for certain ancillary purposes. These involve enhancing presentation materials, generating rough artistic references, and writing temporary dialogue.
Crucially, Vincke stressed that the shipping assets in the game will be crafted exclusively by real artists. "We are creating all the content manually," he stated.
Our studio is actively expanding our pool of concept artists and are actively assembling writing teams.
Given that concept art is being specifically mentioned — we presently have 23 artistic staff and have positions available for further talent.
Each initiative we do is supplementary and focused on letting our team spend more time on the creative process.
Every machine learning application applied correctly is additive to a artist's process, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The news of using AI initially sparked backlash among a segment of the fanbase. In reaction, Vincke offered additional elaboration on social media.
"We use these tools to gather inspiration, similar to we use Google and physical media," he explained. "In the conceptual ideation stages we use it as a simple sketch for composition which we then substitute with authentic artwork."
He continued, "We've hired creatives for their unique talent, not for their capacity to follow what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past broken down the company's targeted method to this technology, categorizing its use into primary areas:
- Streamlining Repetitive Work: Areas like refining animations, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using tools to rapidly prototype simple versions of scenarios to test concepts ahead of full production.
- Long-Term Aspirations: Researching how machine learning could in the future enhance new forms of reactivity, especially in managing player-driven narratives in a vast role-playing world.
He clearly stated that key artistic domains — including visual art — are are absolutely not areas where the team is replacing human input. On the contrary, Larian is expanding its staff in these exact fields.
"Our studio is not launching a game with machine-made assets, nor planning on reducing creatives to substitute them with artificial intelligence," Vincke summarized.