Larian Studios Details Its Implementation of Machine Learning for Upcoming Divinity

The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, creating a wave of anticipation within the industry. However, recent remarks from the studio's co-founder have added clarity to the conversation, touching on the developer's philosophy toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a recent clarification, Swen Vincke explained that the team is utilizing machine learning for specific ancillary functions. These encompass fleshing out pitch decks, creating rough concept art, and creating temporary dialogue.

Crucially, Vincke stressed that the final content in the game will be authored exclusively by real creatives. "Our team is developing everything manually," he stated.

We are continuously growing our roster of writers and are currently putting together narrative groups.

As concept art is being specifically referenced — we currently have twenty-three concept artists and have job openings for further creatives.

Everything we do is supplementary and designed to enabling creatives to spend more time on actual creation.

Every machine learning application applied correctly is supplementary to a artist's process, not a substitute for their craft.

Responding to Feedback and Defining the Path

The news of employing this technology initially generated backlash among some the player base. In response, Vincke offered additional clarification on social media.

"We use AI tools to gather inspiration, in the same way we use Google and art books," he wrote. "In the conceptual planning process we use it as a basic framework for layout which we then substitute with authentic concept art."

He added, "Larian brings on artists for their creative vision, not for their capacity to execute what a machine suggests."

Key Areas of AI Integration

Vincke had earlier outlined the team's focused strategy to AI and ML, defining its use into key areas:

  • Automation of Tedious Tasks: This includes polishing mocap data, audio processing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using technology to quickly build basic versions of scenarios to experiment with concepts before full development.
  • Long-Term Aspirations: Researching how machine learning could eventually facilitate emergent player agency, particularly in simulating dynamic reactions in a complex RPG.

He explicitly noted that key artistic disciplines — such as music composition — are are absolutely not departments where the team is replacing creative talent. In fact, Larian is actively hiring in these exact positions.

"Our studio is neither launching a game with AI-generated content, nor considering cutting staff to swap them out with AI," Vincke stated definitively.

Melissa Smith
Melissa Smith

A tech journalist and gaming aficionado with over a decade of experience covering emerging technologies and digital culture.