Larian Studios Explains Its Implementation of Generative AI for Next Divinity Game

The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating a wave of excitement within the player base. However, recent remarks from the studio's figurehead have introduced a new dimension to the conversation, focusing on the developer's philosophy toward machine learning.

A Tool for Ideation, Not Replacement

In a latest message, the studio's founder outlined that the developer is using generative AI for specific ancillary tasks. These encompass developing pitch decks, generating early-stage visual ideas, and drafting placeholder dialogue.

Notably, Vincke made clear that the end assets in the game will be created entirely by real writers. "We are creating everything manually," he stated.

Larian is constantly growing our team of writers and are currently putting together dedicated writer rooms.

Given that visual development is being explicitly mentioned — we presently have 23 concept artists and have job openings for additional talent.

Each initiative we do is supplementary and designed to enabling creatives to spend more time on making content.

Any AI system used well is supplementary to a creative team process, not a substitute for their craft.

Tempering Reactions with Clear Intent

The revelation of AI usage originally sparked backlash among a segment of the fanbase. In reply, Vincke offered further detail on public forums.

"We use AI tools to gather inspiration, similar to we use search engines and physical media," he stated. "During the initial planning process we use it as a rough outline for composition which we then substitute with hand-crafted illustrations."

He added, "Larian brings on talent for their unique talent, not for their capacity to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past outlined the team's focused strategy to this technology, defining its use into primary pillars:

  • Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype basic mock-ups of scenarios to experiment with concepts before complete development.
  • Experimental Frontiers: Investigating how machine learning could in the future facilitate new forms of gameplay, particularly in creating player-driven narratives in a detailed game universe.

He clearly stated that central narrative areas — like writing — are are in no way departments where the studio is reducing human input. On the contrary, Larian is recruiting more in these very positions.

"Our studio is not shipping a game with any AI components, nor considering cutting creatives to swap them out with artificial intelligence," Vincke concluded.

Terri Walker
Terri Walker

A seasoned gaming analyst with a passion for slot mechanics and player psychology, sharing insights from years in the casino industry.