Larian Studios Explains Its Implementation of Generative AI for Next Divinity

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, generating significant excitement within the player base. However, follow-up remarks from the studio's co-founder have added a new dimension to the conversation, addressing the developer's approach toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest statement, Larian's director outlined that the developer is employing machine learning for particular preliminary purposes. These involve developing PowerPoint slides, creating rough artistic references, and creating draft text.

Importantly, Vincke made clear that the final material in the game will be authored entirely by real artists. "Larian is creating all the content manually," he affirmed.

Our studio is actively expanding our team of writers and are busily forming dedicated writer rooms.

Given that visual development is being explicitly mentioned — we right now have twenty-three visual developers and have job openings for additional creatives.

All our efforts we do is additive and designed to having people spend additional energy on making content.

Every ML tool applied correctly is a boost to a artist's process, not a replacement for their talent.

Addressing Concerns and Clarifying the Vision

The news of AI usage at first sparked unease among a segment of the community. In reply, Vincke issued further elaboration on social media.

"We use machine learning to research ideas, just like we use search engines and physical media," he explained. "During the very early ideation stages we use it as a simple sketch for composition which we then replace with hand-crafted concept art."

He noted, "Our studio recruits talent for their inherent skill, not for their willingness to execute what a machine suggests."

Three Pillars of Practical Application

Vincke had previously detailed the studio's practical method to machine learning, grouping its use into three main pillars:

  • Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create basic mock-ups of gameplay ideas to test concepts before complete development.
  • Future Potential for Gameplay: Investigating how AI could one day enhance emergent player agency, particularly in creating dynamic reactions in a complex RPG.

He specifically noted that key artistic domains — such as music composition — are are absolutely not departments where the studio is reducing creative involvement. On the contrary, Larian is recruiting more in these precise positions.

"Larian is neither releasing a game with machine-made assets, and we are certainly not looking at cutting staff to substitute them with AI," Vincke concluded.

Yolanda Davis
Yolanda Davis

Lena Voss is a seasoned casino enthusiast and writer, sharing insights on roulette tactics and responsible gambling practices.