Larian Studios Explains Its Use of Machine Learning for Next Divinity Game

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, generating significant anticipation within the player base. However, subsequent comments from the company's figurehead have added clarity to the discussion, focusing on the developer's stance toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent message, Larian's director detailed that the company is using generative AI for certain supporting tasks. These include enhancing pitch decks, generating rough visual ideas, and drafting draft copy.

Importantly, Vincke made clear that the shipping material in the game will be crafted solely by real artists. "We are developing everything ourselves," he stated.

Our studio is actively growing our roster of storytellers and are currently putting together writing teams.

Since concept art is being particularly called out — we right now have 23 artistic staff and have roles to fill for further artists.

Each initiative we do is additive and designed to enabling creatives to spend greater focus on the creative process.

Every machine learning application applied correctly is additive to a developer's workflow, never a stand-in for their talent.

Responding to Feedback and Defining the Path

The revelation of AI usage originally provoked backlash among portions of the fanbase. In response, Vincke provided additional clarification on online platforms.

"At Larian, we employ machine learning to research ideas, just like we use the internet and reference books," he stated. "During the conceptual ideation stages we use it as a simple sketch for structure which we then substitute with authentic concept art."

He noted, "Our studio recruits creatives for their unique talent, not for their willingness to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had previously outlined the studio's targeted strategy to this technology, categorizing its use into primary functions:

  • Handling Monotonous Jobs: Areas like refining animations, voice editing, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype rough versions of gameplay ideas to test concepts prior to full production.
  • Long-Term Aspirations: Researching how machine learning could one day create new forms of gameplay, specifically in managing player-driven narratives in a detailed game universe.

He clearly affirmed that key artistic areas — including music composition — are are absolutely not areas where the team is replacing artistic involvement. On the contrary, Larian is recruiting more in these precise roles.

"We are neither releasing a game with machine-made assets, nor looking at trimming down staff to swap them out with artificial intelligence," Vincke concluded.

Mary Mcguire
Mary Mcguire

Mikael Voss is a seasoned gambling analyst with over a decade of experience in online casinos, specializing in slot game reviews and betting strategies.