Larian Studios Clarifies Its Application of Generative AI for Next Divinity Game

The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, generating a wave of anticipation within the player base. However, subsequent statements from the company's lead designer have added nuance to the discussion, touching on the team's philosophy toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a new statement, the studio's founder explained that the developer is utilizing AI technology for specific ancillary functions. These involve developing PowerPoint slides, producing early-stage visual ideas, and writing placeholder dialogue.

Crucially, Vincke emphasized that the shipping content in the game will be authored solely by real creatives. "Larian is creating all the content in-house," he stated.

Our studio is continuously growing our pool of concept artists and are busily forming narrative groups.

As visual development is being specifically called out — we presently have over twenty artistic staff and have positions available for further creatives.

Everything we do is supplementary and focused on having people spend additional energy on making content.

Any machine learning application used well is a boost to a creative team process, not a replacement for their craft.

Responding to Feedback and Defining the Path

The admission of employing this technology originally provoked concern among a segment of the player base. In reply, Vincke issued additional detail on social media.

"At Larian, we employ AI tools to gather inspiration, similar to we use Google and reference books," he explained. "During the conceptual ideation stages we use it as a rough outline for structure which we then substitute with hand-crafted concept art."

He continued, "Our studio recruits artists for their inherent skill, not for their willingness to follow what a machine suggests."

Focused Uses for Machine Learning

Vincke had previously detailed the studio's focused strategy to AI and ML, defining its use into three main pillars:

  • Automation of Tedious Tasks: This includes motion capture cleaning, audio processing, and technical processes like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype simple versions of gameplay ideas to validate concepts before expensive implementation.
  • Long-Term Aspirations: Investigating how AI could in the future facilitate emergent player agency, specifically in creating dynamic reactions in a detailed game universe.

He clearly noted that central narrative areas — including music composition — are not fields where the studio is cutting creative input. On the contrary, Larian is expanding its staff in these exact positions.

"We are not releasing a game with any AI components, and we are certainly not planning on cutting teams to substitute them with artificial intelligence," Vincke concluded.

Stephanie Dominguez
Stephanie Dominguez

A tech journalist and digital strategist with over a decade of experience covering AI, cybersecurity, and future tech trends across Europe.