Larian Studios Clarifies Its Implementation of AI Tools for Upcoming Divinity

The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, sparking significant excitement within the player base. However, subsequent statements from the studio's lead designer have introduced clarity to the narrative, addressing the developer's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a latest statement, the studio's founder detailed that the developer is using AI technology for specific preliminary purposes. These encompass fleshing out pitch decks, generating rough artistic references, and writing temporary copy.

Crucially, Vincke stressed that the shipping material in the game will be created exclusively by real writers. "Our team is writing everything in-house," he stated.

Our studio is constantly growing our roster of concept artists and are currently putting together writing teams.

As this area is being explicitly mentioned — we currently have twenty-three concept artists and have roles to fill for further creatives.

Everything we do is supplementary and focused on letting our team spend more time on making content.

Every AI system implemented properly is additive to a creative team workflow, not a substitute for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of AI usage at first provoked backlash among a segment of the community. In reply, Vincke provided more elaboration on social media.

"We use machine learning to explore references, similar to we use search engines and art books," he stated. "During the very early ideation stages we use it as a rough outline for composition which we then substitute with original concept art."

He added, "Larian brings on talent for their inherent skill, not for their willingness to execute what a machine suggests."

Focused Uses for Machine Learning

Vincke had previously outlined the team's focused approach to AI and ML, grouping its use into three main areas:

  • Handling Monotonous Jobs: Areas like refining animations, voice editing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype simple versions of gameplay ideas to test concepts before full production.
  • Long-Term Aspirations: Researching how machine learning could one day create new forms of reactivity, particularly in simulating dynamic reactions in a vast role-playing world.

He specifically noted that core creative domains — such as writing — are are in no way fields where the company is replacing human input. On the contrary, Larian is recruiting more in these precise positions.

"Our studio is not launching a game with machine-made assets, nor considering reducing creatives to swap them out with artificial intelligence," Vincke concluded.

Jared Wang
Jared Wang

A film critic with over a decade of experience covering Hollywood and indie cinema, passionate about storytelling and cinematic trends.