Larian Studios Explains Its Application of Generative AI for Next Divinity Game

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, generating immense anticipation within the gaming community. However, subsequent comments from the company's lead designer have introduced a new dimension to the narrative, addressing the studio's philosophy toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a recent message, Larian's director outlined that the developer is employing machine learning for specific supporting tasks. These involve enhancing PowerPoint slides, creating initial artistic references, and drafting placeholder dialogue.

Crucially, Vincke made clear that the final content in the game will be authored solely by real artists. "Our team is writing everything in-house," he affirmed.

Our studio is continuously growing our roster of concept artists and are currently putting together narrative groups.

As this area is being specifically called out — we presently have over twenty artistic staff and have job openings for further creatives.

Each initiative we do is incremental and aimed at having people spend greater focus on the creative process.

Any ML tool implemented properly is supplementary to a artist's process, never a stand-in for their skill.

Tempering Reactions with Clear Intent

The revelation of using AI at first sparked concern among portions of the fanbase. In reaction, Vincke provided more elaboration on social media.

"We use AI tools to research ideas, similar to we use search engines and art books," he explained. "During the very early planning process we use it as a simple sketch for structure which we then substitute with authentic illustrations."

He noted, "Our studio recruits talent for their inherent skill, not for their willingness to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had earlier detailed the company's practical approach to AI and ML, categorizing its use into three main areas:

  • Automation of Tedious Tasks: This encompasses polishing mocap data, voice editing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to speedily create basic versions of gameplay ideas to experiment with concepts before complete production.
  • Long-Term Aspirations: Researching how machine learning could one day enhance innovative gameplay, especially in simulating unforeseen permutations in a vast role-playing world.

He clearly affirmed that key artistic disciplines — like writing — are are absolutely not fields where the company is replacing creative input. In fact, Larian is recruiting more in these precise fields.

"Our studio is neither launching a game with AI-generated content, and we are certainly not considering reducing staff to replace them with AI," Vincke summarized.

Brian Lowery
Brian Lowery

Digital strategist and UX designer with over a decade of experience in tech innovation and web development projects across Europe.