Larian Studios Details Its Application of Machine Learning for New Divinity

The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, generating significant hype within the player base. However, follow-up remarks from the company's figurehead have brought clarity to the conversation, touching on the studio's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, the studio's founder outlined that the company is using generative AI for certain supporting functions. These involve developing presentation materials, creating initial visual ideas, and drafting placeholder copy.

Notably, Vincke made clear that the end material in the game will be authored solely by actual writers. "Our team is developing every line manually," he stated.

Larian is actively increasing our pool of concept artists and are busily forming narrative groups.

As concept art is being particularly called out — we currently have twenty-three concept artists and have positions available for additional talent.

Each initiative we do is supplementary and designed to having people spend additional energy on the creative process.

Every ML tool used well is a boost to a creative team process, not a replacement for their talent.

Responding to Feedback and Defining the Path

The news of AI usage originally sparked backlash among a segment of the player base. In reaction, Vincke issued further elaboration on online platforms.

"We use these tools to gather inspiration, similar to we use Google and physical media," he wrote. "In the very early planning process we use it as a basic framework for composition which we then swap out with hand-crafted artwork."

He noted, "Our studio recruits creatives for their unique talent, not for their willingness to follow what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously outlined the studio's focused approach to this technology, grouping its use into three main functions:

  • Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and technical processes like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype simple versions of mechanics to experiment with concepts before expensive production.
  • Future Potential for Gameplay: Exploring how machine learning could eventually facilitate new forms of player agency, especially in managing player-driven narratives in a vast role-playing world.

He clearly noted that central narrative areas — like music composition — are not departments where the company is reducing creative input. On the contrary, Larian is recruiting more in these very roles.

"Our studio is not launching a game with machine-made assets, and we are certainly not considering cutting creatives to substitute them with artificial intelligence," Vincke summarized.

Jeffrey Ramos
Jeffrey Ramos

A passionate gamer and strategist with years of experience in competitive gaming and content creation.