Larian Studios Clarifies Its Implementation of Generative AI for Upcoming Divinity Game

The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, generating a wave of excitement within the gaming community. However, follow-up comments from the company's co-founder have brought a new dimension to the discussion, addressing the studio's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a new message, the studio's founder explained that the developer is using machine learning for certain preliminary functions. These include developing presentation materials, creating rough concept art, and writing placeholder text.

Notably, Vincke stressed that the end content in the game will be created solely by human writers. "Larian is creating all the content ourselves," he affirmed.

We are actively expanding our team of concept artists and are actively forming dedicated writer rooms.

As visual development is being explicitly called out — we currently have twenty-three artistic staff and have job openings for additional talent.

Each initiative we do is supplementary and designed to letting our team spend additional energy on the creative process.

Every AI system used well is additive to a creative team process, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The news of employing this technology originally generated concern among a segment of the fanbase. In reaction, Vincke offered further clarification on public forums.

"We use these tools to gather inspiration, just like we use search engines and physical media," he wrote. "In the very early brainstorming phase we use it as a simple sketch for layout which we then replace with hand-crafted concept art."

He continued, "Larian brings on artists for their unique talent, not for their willingness to replicate what a machine suggests."

Key Areas of AI Integration

Vincke had in the past detailed the studio's targeted method to AI and ML, grouping its use into primary areas:

  • Automation of Tedious Tasks: This includes motion capture cleaning, audio processing, and Larian-specific work like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build basic versions of mechanics to test concepts ahead of complete implementation.
  • Long-Term Aspirations: Investigating how AI could in the future facilitate new forms of reactivity, especially in managing player-driven narratives in a detailed game universe.

He explicitly stated that core creative areas — like visual art — are are in no way areas where the team is replacing creative input. In fact, Larian is expanding its staff in these exact fields.

"Our studio is not launching a game with any AI components, nor considering cutting teams to replace them with AI," Vincke summarized.

Daniel Lam
Daniel Lam

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