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

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, creating a wave of anticipation within the gaming community. However, recent remarks from the company's figurehead have introduced nuance to the conversation, addressing the developer's philosophy toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a recent message, Swen Vincke detailed that the company is employing AI technology for particular supporting purposes. These encompass developing PowerPoint slides, producing early-stage concept art, and writing temporary copy.

Importantly, Vincke emphasized that the shipping assets in the game will be created entirely by real creatives. "Our team is creating all the content ourselves," he stated.

We are continuously growing our pool of writers and are currently forming narrative groups.

Given that visual development is being specifically called out — we right now have over twenty visual developers and have positions available for further artists.

Everything we do is supplementary and focused on enabling creatives to spend more time on actual creation.

Any AI system used well is additive to a artist's routine, not a replacement for their talent.

Tempering Reactions with Clear Intent

The admission of using AI originally generated concern among some the fanbase. In response, Vincke issued more elaboration on online platforms.

"At Larian, we employ AI tools to explore references, just like we use search engines and physical media," he stated. "During the conceptual brainstorming phase we use it as a simple sketch for layout which we then substitute with authentic illustrations."

He noted, "We've hired creatives for their unique talent, not for their capacity to execute what a AI generates."

Key Areas of AI Integration

Vincke had previously broken down the team's focused strategy to machine learning, grouping its use into key areas:

  • Streamlining Repetitive Work: Areas like refining animations, voice editing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create simple mock-ups of gameplay ideas to experiment with concepts ahead of complete production.
  • Future Potential for Gameplay: Researching how machine learning could eventually create emergent gameplay, specifically in simulating dynamic reactions in a vast role-playing world.

He specifically stated that core creative domains — such as visual art — are are absolutely not areas where the team is replacing artistic input. In fact, Larian is expanding its staff in these exact roles.

"Our studio is neither launching a game with any AI components, nor looking at trimming down creatives to swap them out with artificial intelligence," Vincke summarized.

Sara Moore
Sara Moore

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