Larian Studios Clarifies Its Application of Generative AI for Upcoming Divinity

The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, generating immense anticipation within the industry. However, follow-up comments from the studio's co-founder have brought clarity to the discussion, addressing the studio's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a latest message, the studio's founder explained that the company is using generative AI for specific ancillary functions. These involve fleshing out presentation materials, creating rough visual ideas, and drafting temporary copy.

Notably, Vincke stressed that the end assets in the game will be crafted entirely by real artists. "Our team is creating everything in-house," he said.

Our studio is actively expanding our team of concept artists and are currently assembling dedicated writer rooms.

Since concept art is being explicitly mentioned — we presently have twenty-three visual developers and have job openings for additional artists.

Each initiative we do is supplementary and focused on enabling creatives to spend greater focus on actual creation.

Any AI system used well is supplementary to a creative team process, not a replacement for their talent.

Tempering Reactions with Clear Intent

The admission of employing this technology originally provoked unease among some the community. In response, Vincke provided more detail on social media.

"We use AI tools to explore references, just like we use Google and art books," he explained. "In the very early ideation stages we use it as a basic framework for structure which we then swap out with hand-crafted concept art."

He noted, "We've hired talent for their creative vision, not for their ability to replicate what a machine suggests."

Key Areas of AI Integration

Vincke had previously broken down the team's practical approach to this technology, defining its use into primary areas:

  • Handling Monotonous Jobs: This encompasses motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using technology to quickly build simple models of scenarios to test concepts before complete implementation.
  • Long-Term Aspirations: Exploring how AI could eventually enhance innovative player agency, specifically in managing player-driven narratives in a complex RPG.

He specifically noted that core creative disciplines — including visual art — are not areas where the company is replacing artistic involvement. In fact, Larian is expanding its staff in these very fields.

"Larian is neither releasing a game with any AI components, nor looking at cutting creatives to substitute them with AI," Vincke summarized.

John Hudson
John Hudson

A digital strategist with over 8 years of experience in web development and content marketing, passionate about simplifying tech for businesses.