Larian Studios Explains Its Implementation of Generative AI for Upcoming Project
The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, generating significant anticipation within the industry. However, recent statements from the company's figurehead have introduced a new dimension to the discussion, addressing the studio's stance toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a new message, Swen Vincke detailed that the developer is employing generative AI for specific supporting purposes. These involve enhancing pitch decks, generating rough concept art, and creating temporary text.
Notably, Vincke made clear that the final content in the game will be created solely by actual creatives. "We are creating every line in-house," he affirmed.
Our studio is constantly expanding our pool of writers and are busily forming dedicated writer rooms.
Given that visual development is being explicitly mentioned — we presently have 23 concept artists and have positions available for additional talent.
All our efforts we do is supplementary and focused on enabling creatives to spend greater focus on actual creation.
Any ML tool applied correctly is a boost to a developer's routine, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The news of using AI at first provoked backlash among some the community. In reply, Vincke offered more elaboration on public forums.
"We use machine learning to research ideas, in the same way we use the internet and reference books," he explained. "During the very early brainstorming phase we use it as a basic framework for composition which we then swap out with authentic concept art."
He noted, "Our studio recruits creatives for their creative vision, not for their willingness to follow what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier detailed the studio's practical strategy to machine learning, categorizing its use into three main areas:
- Streamlining Repetitive Work: This includes polishing mocap data, voice editing, and Larian-specific work like adapting animations for different models.
- Accelerated Iteration: Using systems to quickly build rough versions of scenarios to validate concepts prior to full development.
- Long-Term Aspirations: Researching how AI could one day enhance emergent gameplay, especially in simulating unforeseen permutations in a vast role-playing world.
He explicitly affirmed that key artistic domains — such as visual art — are not areas where the team is reducing artistic involvement. In fact, Larian is recruiting more in these very fields.
"Our studio is neither shipping a game with machine-made assets, and we are certainly not considering cutting creatives to swap them out with AI," Vincke stated definitively.