Larian Studios Explains Its Use of Generative AI for New Divinity Game

The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, creating significant hype within the player base. However, follow-up remarks from the studio's lead designer have added a new dimension to the narrative, focusing on the team's approach toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a latest statement, Larian's director detailed that the team is employing machine learning for specific preliminary purposes. These encompass enhancing presentation materials, creating initial concept art, and drafting placeholder text.

Crucially, Vincke made clear that the end assets in the game will be created solely by real creatives. "Larian is developing every line manually," he stated.

Our studio is actively increasing our team of writers and are actively assembling writing teams.

Given that this area is being explicitly called out — we currently have over twenty artistic staff and have positions available for additional talent.

Each initiative we do is incremental and aimed at letting our team spend additional energy on actual creation.

Any machine learning application used well is additive to a creative team workflow, never a stand-in for their talent.

Responding to Feedback and Defining the Path

The news of employing this technology initially sparked backlash among a segment of the community. In reaction, Vincke offered further detail on social media.

"Our team utilizes machine learning to gather inspiration, similar to we use Google and reference books," he explained. "During the very early planning process we use it as a rough outline for layout which we then substitute with original illustrations."

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

Three Pillars of Practical Application

Vincke had previously broken down the studio's focused method to this technology, defining its use into three main pillars:

  • Handling Monotonous Jobs: This encompasses refining animations, voice editing, and pipeline-specific tasks like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using tools to quickly build basic versions of scenarios to validate concepts before full implementation.
  • Long-Term Aspirations: Exploring how AI could in the future create innovative reactivity, especially in managing dynamic reactions in a vast role-playing world.

He specifically stated that key artistic domains — like visual art — are are in no way areas where the company is cutting artistic involvement. In fact, Larian is actively hiring in these very fields.

"We are not releasing a game with machine-made assets, nor planning on trimming down staff to swap them out with AI," Vincke stated definitively.

Tanner Parker
Tanner Parker

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