Larian Studios Clarifies Its Use of Generative AI for Next Divinity

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, generating immense excitement within the player base. However, follow-up remarks from the company's lead designer have brought clarity to the discussion, focusing on the studio's approach toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a latest clarification, Larian's director explained that the company is using machine learning for particular ancillary functions. These include enhancing PowerPoint slides, producing early-stage artistic references, and writing temporary text.

Crucially, Vincke emphasized that the end material in the game will be created entirely by actual creatives. "Our team is writing everything ourselves," he said.

Our studio is constantly expanding our roster of concept artists and are busily assembling narrative groups.

Since concept art is being specifically called out — we right now have over twenty artistic staff and have roles to fill for more creatives.

Everything we do is additive and focused on enabling creatives to spend greater focus on the creative process.

Any machine learning application used well is additive to a creative team workflow, not a substitute for their craft.

Responding to Feedback and Defining the Path

The revelation of AI usage originally provoked unease among some the player base. In reaction, Vincke issued more clarification on social media.

"We use AI tools to explore references, in the same way we use search engines and reference books," he explained. "In the very early ideation stages we use it as a simple sketch for composition which we then swap out with authentic concept art."

He continued, "We've hired artists for their inherent skill, not for their ability to replicate what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past outlined the studio's practical strategy to this technology, defining its use into three main pillars:

  • Streamlining Repetitive Work: Areas like polishing mocap data, voice editing, and Larian-specific work like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using technology to quickly build basic mock-ups of gameplay ideas to experiment with concepts ahead of complete development.
  • Long-Term Aspirations: Investigating how AI could eventually enhance innovative reactivity, specifically in simulating unforeseen permutations in a detailed game universe.

He clearly stated that core creative domains — including visual art — are are in no way departments where the studio is reducing creative talent. In fact, Larian is actively hiring in these exact positions.

"Larian is neither shipping a game with any AI components, nor considering reducing creatives to substitute them with artificial intelligence," Vincke summarized.

Shane Sanders
Shane Sanders

Financial analyst with over a decade of experience in portfolio management and market analysis.