Larian Studios Details Its Application of AI Tools for New Divinity Game

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating immense hype within the industry. However, subsequent remarks from the company's figurehead have brought clarity to the narrative, focusing on the team's stance toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent clarification, Larian's director explained that the developer is employing machine learning for particular preliminary purposes. These include enhancing pitch decks, creating initial visual ideas, and drafting placeholder copy.

Crucially, Vincke stressed that the end assets in the game will be authored entirely by real writers. "We are creating every line manually," he affirmed.

We are continuously expanding our pool of writers and are actively assembling narrative groups.

Since visual development is being explicitly called out — we right now have 23 artistic staff and have positions available for additional talent.

All our efforts we do is incremental and designed to letting our team spend additional energy on the creative process.

Every machine learning application applied correctly is supplementary to a artist's routine, not a substitute for their skill.

Responding to Feedback and Defining the Path

The admission of AI usage originally generated concern among a segment of the fanbase. In response, Vincke provided additional elaboration on online platforms.

"We use AI tools to explore references, in the same way we use search engines and physical media," he explained. "During the very early planning process we use it as a rough outline for composition which we then replace with original artwork."

He continued, "Larian brings on talent for their unique talent, not for their willingness to execute what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously broken down the company's focused strategy to this technology, defining its use into key pillars:

  • Automation of Tedious Tasks: This includes polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype rough mock-ups of mechanics to validate concepts before full implementation.
  • Long-Term Aspirations: Investigating how AI could eventually enhance new forms of gameplay, especially in managing unforeseen permutations in a complex RPG.

He clearly affirmed that central narrative domains — such as visual art — are are absolutely not fields where the studio is reducing human input. On the contrary, Larian is expanding its staff in these exact roles.

"Our studio is not shipping a game with machine-made assets, nor looking at trimming down teams to substitute them with AI," Vincke concluded.

James Newton
James Newton

A digital strategist with over a decade of experience in helping startups scale through innovative marketing campaigns.