Larian Studios Explains Its Use of Generative AI for Next Divinity

The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, sparking immense hype within the gaming community. However, follow-up remarks from the studio's lead designer have brought clarity to the conversation, touching on the developer's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, Swen Vincke detailed that the company is utilizing generative AI for specific ancillary functions. These include fleshing out pitch decks, generating initial artistic references, and creating temporary copy.

Importantly, Vincke emphasized that the end content in the game will be created solely by real artists. "We are writing every line in-house," he affirmed.

Larian is constantly growing our roster of concept artists and are actively assembling writing teams.

As concept art is being particularly called out — we right now have twenty-three artistic staff and have roles to fill for further artists.

Each initiative we do is supplementary and aimed at having people spend more time on the creative process.

Every ML tool applied correctly is supplementary to a artist's process, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology at first sparked unease among a segment of the community. In response, Vincke provided more clarification on social media.

"Our team utilizes AI tools to explore references, just like we use search engines and art books," he wrote. "During the conceptual ideation stages we use it as a rough outline for layout which we then replace with original concept art."

He continued, "We've hired creatives for their inherent skill, not for their capacity to execute what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past broken down the team's targeted strategy to AI and ML, defining its use into primary functions:

  • Streamlining Repetitive Work: This includes refining animations, audio processing, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype simple versions of mechanics to experiment with concepts before expensive production.
  • Future Potential for Gameplay: Investigating how machine learning could eventually create innovative gameplay, particularly in simulating unforeseen permutations in a detailed game universe.

He specifically stated that central narrative disciplines — including visual art — are not departments where the studio is reducing human talent. On the contrary, Larian is expanding its staff in these precise roles.

"Larian is not releasing a game with machine-made assets, and we are certainly not planning on trimming down staff to replace them with artificial intelligence," Vincke stated definitively.

Michael Nelson
Michael Nelson

A passionate historian and travel writer with expertise in Mediterranean archaeology and Sicilian culture.