Larian Studios Details Its Implementation of AI Tools for Upcoming Divinity

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating significant anticipation within the industry. However, recent remarks from the company's figurehead have introduced a new dimension to the discussion, touching on the team's stance toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Larian's director outlined that the developer is employing generative AI for specific ancillary tasks. These include developing pitch decks, producing initial artistic references, and drafting temporary copy.

Importantly, Vincke made clear that the final assets in the game will be created exclusively by human writers. "Larian is writing all the content in-house," he said.

Larian is actively expanding our team of concept artists and are currently putting together narrative groups.

Given that this area is being explicitly mentioned — we presently have over twenty visual developers and have roles to fill for additional talent.

All our efforts we do is incremental and aimed at enabling creatives to spend additional energy on the creative process.

Every machine learning application applied correctly is a boost to a artist's routine, not a substitute for their skill.

Responding to Feedback and Defining the Path

The admission of AI usage initially sparked unease among some the player base. In reply, Vincke offered additional detail on public forums.

"At Larian, we employ these tools to research ideas, similar to we use Google and physical media," he wrote. "In the very early brainstorming phase we use it as a rough outline for composition which we then swap out with hand-crafted artwork."

He continued, "Our studio recruits creatives for their unique talent, not for their ability to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had previously broken down the team's targeted strategy to this technology, categorizing its use into primary areas:

  • Streamlining Repetitive Work: This includes motion capture cleaning, voice editing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to speedily create basic mock-ups of mechanics to validate concepts before complete implementation.
  • Long-Term Aspirations: Researching how machine learning could eventually create new forms of reactivity, specifically in creating player-driven narratives in a detailed game universe.

He explicitly stated that core creative areas — like music composition — are are in no way fields where the team is reducing artistic involvement. In fact, Larian is expanding its staff in these precise positions.

"Larian is neither launching a game with AI-generated content, nor planning on cutting creatives to swap them out with AI," Vincke concluded.

Ashley Archer
Ashley Archer

Elara is a certified mixologist with over a decade of experience in craft cocktail creation and bar management.