Larian Studios Clarifies Its Application of Machine Learning for Upcoming Divinity Game
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, creating immense hype within the industry. However, recent comments from the company's lead designer have brought nuance to the discussion, addressing the team's philosophy toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent clarification, Larian's director explained that the company is using generative AI for particular supporting tasks. These include fleshing out presentation materials, creating rough concept art, and writing placeholder dialogue.
Notably, Vincke made clear that the end content in the game will be created solely by actual artists. "Our team is writing every line manually," he stated.
Our studio is continuously expanding our pool of concept artists and are currently putting together writing teams.
Given that this area is being specifically mentioned — we right now have over twenty artistic staff and have positions available for further creatives.
Each initiative we do is incremental and focused on having people spend more time on the creative process.
Any machine learning application used well is supplementary to a developer's workflow, not a substitute for their craft.
Responding to Feedback and Defining the Path
The news of AI usage initially sparked unease among a segment of the community. In reaction, Vincke provided more elaboration on public forums.
"We use these tools to research ideas, just like we use the internet and physical media," he explained. "In the initial planning process we use it as a simple sketch for layout which we then swap out with authentic artwork."
He continued, "Our studio recruits artists for their unique talent, not for their ability to follow what a AI generates."
Key Areas of AI Integration
Vincke had in the past outlined the studio's focused strategy to AI and ML, grouping its use into three main areas:
- Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create basic models of gameplay ideas to validate concepts before expensive implementation.
- Long-Term Aspirations: Exploring how AI could eventually create new forms of player agency, particularly in creating player-driven narratives in a complex RPG.
He specifically affirmed that central narrative domains — such as music composition — are not areas where the company is reducing artistic involvement. In fact, Larian is expanding its staff in these precise positions.
"Our studio is neither launching a game with any AI components, nor planning on cutting creatives to replace them with artificial intelligence," Vincke concluded.