Larian Studios Explains Its Implementation of AI Tools for Upcoming Divinity Game

The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, sparking significant anticipation within the industry. However, subsequent remarks from the company's figurehead have introduced nuance to the discussion, touching on the studio's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, Swen Vincke explained that the company is using AI technology for particular preliminary purposes. These include enhancing presentation materials, producing rough concept art, and creating draft copy.

Crucially, Vincke stressed that the shipping assets in the game will be authored solely by human artists. "We are creating all the content ourselves," he affirmed.

Our studio is actively increasing our team of writers and are currently putting together narrative groups.

As visual development is being specifically mentioned — we currently have 23 artistic staff and have positions available for further talent.

Each initiative we do is incremental and focused on enabling creatives to spend more time on actual creation.

Every machine learning application applied correctly is additive to a developer's workflow, not a replacement for their talent.

Tempering Reactions with Clear Intent

The revelation of AI usage at first sparked backlash among a segment of the fanbase. In reaction, Vincke offered further elaboration on social media.

"Our team utilizes machine learning to gather inspiration, similar to we use Google and reference books," he explained. "In the very early planning process we use it as a simple sketch for layout which we then substitute with authentic concept art."

He added, "Our studio recruits artists for their unique talent, not for their capacity to follow what a machine suggests."

Key Areas of AI Integration

Vincke had in the past detailed the team's practical method to this technology, defining its use into three main pillars:

  • Automation of Tedious Tasks: This includes polishing mocap data, audio processing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to rapidly prototype rough versions of mechanics to test concepts before complete implementation.
  • Experimental Frontiers: Exploring how AI could one day facilitate innovative gameplay, especially in creating player-driven narratives in a complex RPG.

He clearly affirmed that core creative disciplines — such as writing — are not departments where the studio is reducing human involvement. In fact, Larian is actively hiring in these exact fields.

"Larian is neither releasing a game with machine-made assets, nor planning on cutting teams to replace them with AI," Vincke summarized.

Rhonda Cooley
Rhonda Cooley

Lena is a seasoned poker strategist with over a decade of experience in competitive online play and coaching.