Larian Studios Explains Its Use of AI Tools for Next Divinity Game

The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, generating immense excitement within the industry. However, recent comments from the studio's co-founder have introduced a new dimension to the narrative, focusing on the developer's approach toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, Swen Vincke detailed that the company is utilizing machine learning for certain ancillary purposes. These encompass fleshing out presentation materials, generating rough concept art, and writing placeholder text.

Notably, Vincke stressed that the final material in the game will be authored exclusively by human creatives. "Larian is creating everything ourselves," he said.

Our studio is continuously expanding our pool of storytellers and are currently assembling narrative groups.

Given that this area is being particularly mentioned — we right now have over twenty visual developers and have job openings for further artists.

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

Any AI system applied correctly is additive to a developer's process, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The admission of using AI initially sparked backlash among a segment of the fanbase. In reply, Vincke provided additional detail on online platforms.

"At Larian, we employ machine learning to research ideas, similar to we use the internet and physical media," he stated. "In the initial brainstorming phase we use it as a rough outline for structure which we then substitute with hand-crafted artwork."

He continued, "Larian brings on artists for their inherent skill, not for their ability to follow what a AI generates."

Key Areas of AI Integration

Vincke had earlier broken down the team's targeted strategy to AI and ML, defining its use into three main areas:

  • Streamlining Repetitive Work: Areas like polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype basic versions of gameplay ideas to test concepts before complete development.
  • Long-Term Aspirations: Investigating how machine learning could eventually facilitate new forms of reactivity, particularly in simulating dynamic reactions in a complex RPG.

He clearly noted that core creative domains — including music composition — are are absolutely not departments where the studio is reducing artistic input. On the contrary, Larian is expanding its staff in these exact positions.

"We are neither launching a game with AI-generated content, and we are certainly not looking at reducing creatives to replace them with artificial intelligence," Vincke stated definitively.

Mrs. Mindy Carey
Mrs. Mindy Carey

Lena is a passionate gamer and tech writer, specializing in indie games and esports coverage.