Larian Studios Details Its Use of Generative AI for Next Divinity

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, generating significant hype within the gaming community. However, recent remarks from the studio's co-founder have introduced a new dimension to the conversation, focusing on the studio's philosophy toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, the studio's founder detailed that the company is utilizing machine learning for certain supporting tasks. These include developing PowerPoint slides, producing early-stage concept art, and writing draft dialogue.

Importantly, Vincke stressed that the final assets in the game will be created entirely by human artists. "Our team is writing all the content manually," he affirmed.

We are actively increasing our team of writers and are busily assembling dedicated writer rooms.

Given that concept art is being particularly referenced — we presently have 23 concept artists and have positions available for additional talent.

All our efforts we do is incremental and designed to letting our team spend greater focus on making content.

Every AI system used well is supplementary to a developer's routine, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology originally generated unease among portions of the player base. In response, Vincke issued additional clarification on online platforms.

"We use AI tools to research ideas, in the same way we use Google and physical media," he wrote. "In the conceptual planning process we use it as a simple sketch for composition which we then replace with authentic artwork."

He added, "Larian brings on creatives for their unique talent, not for their capacity to replicate what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously detailed the studio's practical method to AI and ML, grouping its use into key pillars:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, voice editing, and technical processes like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build rough versions of gameplay ideas to validate concepts ahead of expensive implementation.
  • Long-Term Aspirations: Researching how machine learning could in the future facilitate innovative player agency, especially in simulating player-driven narratives in a vast role-playing world.

He explicitly stated that core creative areas — like music composition — are not areas where the studio is reducing human involvement. In fact, Larian is expanding its staff in these very positions.

"Our studio is neither shipping a game with AI-generated content, nor planning on reducing staff to replace them with AI," Vincke stated definitively.

Joseph Lang
Joseph Lang

A passionate comic book enthusiast and film critic with over a decade of experience in the superhero genre.