Larian Studios Explains Its Use of Machine Learning for Next Divinity Game

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, creating significant hype within the gaming community. However, recent remarks from the company's co-founder have brought clarity to the discussion, addressing the team's approach toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, Larian's director explained that the team is utilizing AI technology for particular supporting tasks. These encompass enhancing pitch decks, producing early-stage concept art, and creating temporary text.

Notably, Vincke made clear that the final content in the game will be created solely by human creatives. "We are writing every line in-house," he said.

Larian is actively growing our roster of writers and are actively forming writing teams.

As visual development is being explicitly mentioned — we currently have over twenty visual developers and have positions available for additional talent.

Everything we do is incremental and focused on letting our team spend more time on the creative process.

Any machine learning application applied correctly is a boost to a artist's process, not a substitute for their skill.

Tempering Reactions with Clear Intent

The admission of using AI at first provoked backlash among a segment of the fanbase. In reaction, Vincke offered more elaboration on social media.

"We use AI tools to research ideas, just like we use Google and physical media," he wrote. "During the very early ideation stages we use it as a simple sketch for layout which we then substitute with original artwork."

He noted, "Larian brings on creatives for their inherent skill, not for their ability to replicate what a algorithm proposes."

Key Areas of AI Integration

Vincke had in the past broken down the company's practical strategy to AI and ML, grouping its use into key pillars:

  • Handling Monotonous Jobs: This encompasses motion capture cleaning, audio processing, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype basic mock-ups of mechanics to validate concepts before expensive development.
  • Long-Term Aspirations: Exploring how machine learning could one day enhance innovative reactivity, specifically in creating unforeseen permutations in a detailed game universe.

He specifically affirmed that core creative domains — including writing — are not departments where the studio is cutting creative involvement. On the contrary, Larian is actively hiring in these precise positions.

"Our studio is neither shipping a game with machine-made assets, nor considering cutting staff to substitute them with AI," Vincke stated definitively.

Alex Ramos
Alex Ramos

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