Larian Studios Clarifies Its Application of Machine Learning for New Divinity

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, generating immense anticipation within the gaming community. However, follow-up comments from the company's figurehead have added nuance to the discussion, touching on the team's stance toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a new statement, Larian's director explained that the team is using generative AI for particular supporting purposes. These involve enhancing pitch decks, creating initial concept art, and creating temporary dialogue.

Notably, Vincke made clear that the shipping content in the game will be authored exclusively by real creatives. "We are writing all the content in-house," he affirmed.

Our studio is actively increasing our roster of writers and are currently forming writing teams.

As this area is being particularly called out — we currently have 23 visual developers and have positions available for more talent.

All our efforts we do is supplementary and designed to having people spend additional energy on making content.

Every AI system applied correctly is supplementary to a developer's routine, not a replacement for their craft.

Responding to Feedback and Defining the Path

The revelation of using AI initially generated backlash among portions of the community. In reply, Vincke issued further clarification on social media.

"At Larian, we employ machine learning to explore references, in the same way we use the internet and physical media," he stated. "In the conceptual brainstorming phase we use it as a simple sketch for composition which we then replace with authentic artwork."

He noted, "Our studio recruits creatives for their creative vision, not for their ability to follow what a AI generates."

Three Pillars of Practical Application

Vincke had in the past broken down the team's focused approach to this technology, grouping its use into key areas:

  • Handling Monotonous Jobs: This includes refining animations, audio processing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to quickly build simple models of mechanics to test concepts prior to complete development.
  • Long-Term Aspirations: Investigating how machine learning could in the future enhance emergent reactivity, especially in managing player-driven narratives in a detailed game universe.

He clearly stated that core creative domains — such as writing — are not areas where the studio is reducing creative talent. In fact, Larian is actively hiring in these very roles.

"We are neither launching a game with machine-made assets, and we are certainly not looking at trimming down teams to replace them with artificial intelligence," Vincke concluded.

Kellie Johnson
Kellie Johnson

Elara Vance is a data engineer with over 8 years of experience in building scalable data pipelines and analytics platforms, passionate about sharing knowledge in the tech community.