Larian Studios Details Its Use of AI Tools for Upcoming Divinity Game

The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, generating a wave of hype within the player base. However, subsequent statements from the company's lead designer have brought a new dimension to the discussion, focusing on the developer's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Swen Vincke detailed that the company is utilizing machine learning for specific supporting functions. These include developing pitch decks, producing rough concept art, and writing placeholder dialogue.

Crucially, Vincke stressed that the final assets in the game will be created exclusively by actual creatives. "We are creating all the content ourselves," he affirmed.

Larian is constantly expanding our pool of storytellers and are busily putting together writing teams.

As this area is being explicitly mentioned — we presently have over twenty concept artists and have positions available for additional artists.

Everything we do is supplementary and aimed at having people spend additional energy on the creative process.

Any ML tool implemented properly is supplementary to a creative team routine, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The news of employing this technology initially provoked unease among a segment of the player base. In reaction, Vincke offered more clarification on public forums.

"At Larian, we employ AI tools to gather inspiration, in the same way we use Google and art books," he stated. "During the very early planning process we use it as a basic framework for composition which we then replace with original artwork."

He continued, "We've hired creatives for their inherent skill, not for their ability to replicate what a algorithm proposes."

Three Pillars of Practical Application

Vincke had previously detailed the company's practical strategy to machine learning, categorizing its use into three main pillars:

  • Automation of Tedious Tasks: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create basic models of scenarios to test concepts prior to full implementation.
  • Experimental Frontiers: Investigating how machine learning could eventually create innovative player agency, specifically in managing unforeseen permutations in a complex RPG.

He explicitly affirmed that core creative domains — such as writing — are are absolutely not areas where the studio is cutting creative involvement. Conversely, Larian is recruiting more in these precise positions.

"Our studio is neither launching a game with AI-generated content, nor looking at trimming down creatives to swap them out with artificial intelligence," Vincke concluded.

Joshua Reid
Joshua Reid

A technology strategist with over a decade of experience in digital innovation and startup ecosystems across Europe.