Larian Studios Details Its Use of Generative AI for Next Divinity
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating significant hype within the player base. However, recent remarks from the company's lead designer have brought clarity to the discussion, addressing the team's stance toward AI tools.
A Tool for Ideation, Not Replacement
In a new clarification, Larian's director outlined that the company is using AI technology for particular supporting tasks. These involve developing pitch decks, producing rough visual ideas, and drafting temporary text.
Importantly, Vincke made clear that the final material in the game will be crafted exclusively by actual artists. "Our team is writing all the content in-house," he said.
We are constantly increasing our pool of writers and are currently assembling writing teams.
As visual development is being specifically mentioned — we presently have over twenty artistic staff and have roles to fill for more artists.
Everything we do is supplementary and aimed at enabling creatives to spend additional energy on the creative process.
Every machine learning application applied correctly is additive to a developer's workflow, not a replacement for their skill.
Responding to Feedback and Defining the Path
The admission of employing this technology initially provoked unease among portions of the community. In reply, Vincke offered more detail on public forums.
"At Larian, we employ AI tools to gather inspiration, just like we use search engines and reference books," he wrote. "In the very early planning process we use it as a rough outline for structure which we then substitute with hand-crafted concept art."
He added, "Our studio recruits talent for their creative vision, not for their capacity to replicate what a machine suggests."
Key Areas of AI Integration
Vincke had previously broken down the studio's practical approach to AI and ML, categorizing its use into three main functions:
- Automation of Tedious Tasks: This encompasses motion capture cleaning, audio processing, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype simple mock-ups of gameplay ideas to test concepts ahead of complete production.
- Future Potential for Gameplay: Investigating how machine learning could in the future facilitate emergent reactivity, especially in creating unforeseen permutations in a complex RPG.
He explicitly noted that central narrative areas — such as writing — are not departments where the company is reducing creative talent. In fact, Larian is actively hiring in these precise fields.
"Our studio is not shipping a game with AI-generated content, and we are certainly not considering cutting creatives to replace them with artificial intelligence," Vincke concluded.