Larian Studios Clarifies Its Use of Generative AI for Next Divinity Game

The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating a wave of anticipation within the gaming community. However, recent statements from the company's figurehead have introduced clarity to the discussion, addressing the developer's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a latest message, Swen Vincke detailed that the team is using machine learning for particular supporting functions. These encompass fleshing out pitch decks, generating rough concept art, and creating placeholder copy.

Crucially, Vincke emphasized that the end content in the game will be authored entirely by human artists. "Larian is developing every line manually," he affirmed.

Our studio is constantly growing our pool of writers and are busily assembling writing teams.

Given that this area is being explicitly called out — we currently have over twenty concept artists and have roles to fill for further creatives.

All our efforts we do is supplementary and designed to enabling creatives to spend greater focus on making content.

Every AI system used well is additive to a developer's process, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The admission of employing this technology initially sparked unease among portions of the fanbase. In reply, Vincke provided more elaboration on online platforms.

"At Larian, we employ these tools to explore references, just like we use the internet and art books," he stated. "In the very early ideation stages we use it as a rough outline for layout which we then replace with hand-crafted concept art."

He continued, "Larian brings on creatives for their inherent skill, not for their willingness to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had previously broken down the company's targeted approach to machine learning, defining its use into three main functions:

  • Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create basic versions of mechanics to experiment with concepts before expensive production.
  • Future Potential for Gameplay: Investigating how AI could eventually facilitate emergent gameplay, particularly in creating unforeseen permutations in a detailed game universe.

He clearly affirmed that core creative domains — like writing — are are absolutely not areas where the company is cutting human talent. In fact, Larian is recruiting more in these precise positions.

"Our studio is neither releasing a game with machine-made assets, and we are certainly not planning on cutting teams to replace them with artificial intelligence," Vincke stated definitively.

Susan Clark
Susan Clark

Lena is a travel writer and urban photographer with a passion for documenting city life and sharing local insights.