Larian Studios Explains Its Application of Generative AI for New Divinity Game
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, generating a wave of hype within the player base. However, recent remarks from the company's figurehead have added clarity to the conversation, addressing the developer's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a new statement, Larian's director explained that the developer is using generative AI for certain supporting tasks. These include developing presentation materials, creating early-stage visual ideas, and drafting placeholder dialogue.
Crucially, Vincke made clear that the end material in the game will be crafted entirely by human writers. "We are creating everything manually," he affirmed.
Larian is continuously growing our roster of concept artists and are currently putting together narrative groups.
Since this area is being particularly mentioned — we currently have twenty-three concept artists and have job openings for additional artists.
Each initiative we do is additive and designed to having people spend additional energy on the creative process.
Every AI system applied correctly is additive to a artist's process, not a replacement for their talent.
Responding to Feedback and Defining the Path
The news of using AI initially generated concern among some the community. In response, Vincke offered further clarification on public forums.
"Our team utilizes AI tools to explore references, just like we use search engines and reference books," he wrote. "During the conceptual ideation stages we use it as a basic framework for composition which we then substitute with authentic concept art."
He added, "We've hired creatives for their unique talent, not for their capacity to replicate what a AI generates."
Three Pillars of Practical Application
Vincke had in the past broken down the studio's practical strategy to AI and ML, grouping its use into key functions:
- Handling Monotonous Jobs: Areas like polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build rough versions of mechanics to experiment with concepts ahead of full development.
- Long-Term Aspirations: Exploring how machine learning could eventually enhance innovative reactivity, particularly in simulating player-driven narratives in a complex RPG.
He specifically stated that core creative disciplines — including writing — are are in no way areas where the studio is cutting human involvement. On the contrary, Larian is expanding its staff in these precise fields.
"Larian is neither shipping a game with machine-made assets, and we are certainly not looking at cutting staff to substitute them with artificial intelligence," Vincke summarized.