Larian Studios Explains Its Implementation of Machine Learning for Next Divinity

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, generating a wave of hype within the industry. However, recent statements from the studio's lead designer have brought clarity to the discussion, touching on the team's philosophy toward machine learning.

A Tool for Ideation, Not Replacement

In a recent message, the studio's founder detailed that the developer is employing machine learning for specific preliminary tasks. These encompass fleshing out pitch decks, producing initial concept art, and drafting draft dialogue.

Notably, Vincke made clear that the shipping content in the game will be authored exclusively by real artists. "Our team is writing everything manually," he said.

We are actively increasing our pool of writers and are busily forming narrative groups.

Given that visual development is being specifically called out — we currently have 23 concept artists and have roles to fill for further talent.

Each initiative we do is supplementary and designed to letting our team spend additional energy on the creative process.

Any ML tool applied correctly is supplementary to a creative team workflow, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The news of AI usage originally provoked backlash among some the community. In reaction, Vincke issued more elaboration on public forums.

"Our team utilizes AI tools to gather inspiration, in the same way we use the internet and physical media," he stated. "During the very early brainstorming phase we use it as a simple sketch for composition which we then substitute with hand-crafted illustrations."

He noted, "We've hired artists for their creative vision, not for their capacity to follow what a algorithm proposes."

Key Areas of AI Integration

Vincke had earlier detailed the company's practical strategy to AI and ML, grouping its use into primary areas:

  • Automation of Tedious Tasks: This includes polishing mocap data, voice editing, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype basic models of gameplay ideas to test concepts ahead of full development.
  • Long-Term Aspirations: Researching how AI could eventually enhance new forms of gameplay, especially in managing unforeseen permutations in a complex RPG.

He specifically stated that core creative disciplines — like writing — are are absolutely not areas where the studio is cutting human talent. In fact, Larian is recruiting more in these precise roles.

"We are not releasing a game with any AI components, and we are certainly not planning on trimming down staff to swap them out with artificial intelligence," Vincke summarized.

Brian Valdez
Brian Valdez

Wildlife biologist and sloth conservation advocate with over a decade of field research in Central and South American rainforests.