Larian Studios Clarifies Its Application of AI Tools for Upcoming Divinity

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, creating a wave of excitement within the gaming community. However, follow-up comments from the company's lead designer have added a new dimension to the discussion, addressing the developer's stance toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a latest message, Swen Vincke detailed that the team is using AI technology for specific ancillary purposes. These encompass enhancing presentation materials, producing rough artistic references, and creating placeholder text.

Crucially, Vincke stressed that the final assets in the game will be authored exclusively by real writers. "Our team is creating every line in-house," he affirmed.

Our studio is continuously expanding our pool of writers and are busily assembling writing teams.

Since concept art is being explicitly referenced — we right now have twenty-three concept artists and have positions available for more artists.

All our efforts we do is incremental and focused on having people spend more time on making content.

Every machine learning application applied correctly is supplementary to a creative team workflow, not a replacement for their craft.

Responding to Feedback and Defining the Path

The revelation of AI usage at first generated backlash among a segment of the player base. In reaction, Vincke offered more elaboration on online platforms.

"At Larian, we employ machine learning to explore references, similar to we use search engines and reference books," he explained. "During the very early brainstorming phase we use it as a basic framework for structure which we then replace with authentic artwork."

He added, "Our studio recruits talent for their inherent skill, not for their capacity to execute what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had in the past detailed the team's targeted method to machine learning, categorizing its use into key areas:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, dialogue cleanup, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to quickly build basic versions of mechanics to test concepts ahead of expensive implementation.
  • Future Potential for Gameplay: Investigating how AI could in the future create new forms of player agency, particularly in creating player-driven narratives in a detailed game universe.

He explicitly stated that key artistic disciplines — like writing — are are in no way areas where the studio is cutting artistic talent. On the contrary, Larian is expanding its staff in these very positions.

"Our studio is neither launching a game with any AI components, and we are certainly not looking at reducing staff to replace them with artificial intelligence," Vincke summarized.

Dr. Donna Hobbs
Dr. Donna Hobbs

A passionate gaming enthusiast and tech writer, Elara specializes in reviewing gaming tools and sharing actionable tips for players of all levels.