How Larian Uses AI Without Putting It In Divinity
Larian Studios, the developer behind Baldur’s Gate 3 and the long-running Divinity series, has found itself at the center of a heated discussion about generative AI. After a report highlighted the studio’s growing experimentation with AI tools, some players feared that future games might replace writers, actors, or artists with algorithms. Larian’s leadership moved quickly to clarify: AI may help streamline certain behind-the-scenes tasks, but the upcoming Divinity role-playing game will not ship with any AI-generated content.
This article explores how Larian is approaching generative AI, why the announcement caused a backlash, and what the studio’s stance says about the wider games industry’s AI dilemma. It also looks at the ethical and practical questions that arise when advanced tools are introduced into creative work, even when they never appear directly in the finished product.
Larian’s AI Policy in a Nutshell
To understand the controversy, it helps to separate two very different ideas:
- AI as a development tool – used internally to explore concepts or accelerate routine tasks.
- AI as shipped game content – using generated art, scripts, or voice in the final release.
Larian currently embraces the first and rejects the second. According to comments from CEO Swen Vincke summarized by several outlets, the studio’s position is essentially:
- AI tools may be used to brainstorm ideas, quickly prototype images, or draft placeholder copy.
- The final game will be crafted by humans: writers, artists, designers, and voice actors.
- Larian is not using AI as a reason to reduce staff or replace creative roles.
This distinction may sound straightforward, but generative AI has become so politically and ethically charged that even limited internal use can appear threatening to parts of the audience and to some game developers.
Why Generative AI Is So Controversial in Games
Generative AI tools like large language models and image generators have exploded in popularity. They are increasingly used to create everything from text and images to music and voice. That raises several concerns:
- Training data and copyright – Many AI models are trained on massive datasets scraped from the web. The legality and fairness of using this material without explicit permission is hotly debated and has led to ongoing lawsuits in creative industries, including games and visual arts.1
- Threats to creative jobs – Writers, artists, and performers worry that studios might use AI as a justification to cut staff or pay less, especially in cost-sensitive production pipelines.2
- Loss of distinctive style – Fans fear that games might lean too heavily on generic, generated assets, diluting a studio’s unique voice and visual identity.
- Ethical treatment of performers – The use of AI voice cloning and synthetic performances has been a major sticking point in negotiations between actors’ unions and entertainment companies.2
When a high-profile developer like Larian is described as “pushing hard on generative AI,” it understandably triggers concern that beloved series such as Divinity might be pulled into these broader industry conflicts.
What Larian Says It Actually Uses AI For
Larian representatives have outlined a fairly narrow set of use cases for generative AI, all of which are internal and non-final. These are not unique to Larian; many studios and tech companies employ similar workflows.3
Idea Exploration
Design and narrative teams can use AI tools to quickly explore variations on concepts. For example, they might:
- Generate several possible quest hooks or character backstories as thought starters.
- Ask a language model to offer alternative phrasings of in-game descriptions.
- Use AI to list different thematic directions for a new region or faction.
In this scenario, the AI suggestions are raw material, not finished content. Human designers still choose what fits the game’s tone and then rewrite or replace it entirely.
Placeholder Text and Drafting
Building a modern RPG involves thousands of lines of text in menus, tooltips, and system messages. Larian has indicated that AI may be used to:
- Fill in temporary placeholder lines in early prototypes.
- Help draft internal documentation or presentation material.
- Assist with non-player-facing text that never reaches the final build.
By treating AI output as disposable scaffolding, the studio can focus its writers on the story, characters, and dialogue that players actually experience.
Concept Exploration in Art
One of the most contentious uses of generative AI in creative industries is in visual art. Larian’s leadership has stressed that they employ AI tools more like a reference board
than as a replacement for concept artists. That can include:
- Generating rough compositions or mood ideas.
- Exploring silhouettes or architecture variations.
- Creating quick mashups of motifs to support brainstorming.
From there, human artists translate approved directions into original designs. This mirrors how many studios already use photo references, 3D blockouts, or kitbashing to iterate quickly before committing to detailed artwork.4
Administrative and Presentation Work
Outside strictly creative tasks, generative AI can also support mundane but necessary chores:
- Drafting slide outlines for internal presentations.
- Summarizing meeting notes or design documents.
- Helping non-native English speakers polish internal emails.
These uses are far removed from the actual game content. Yet the mere presence of AI tools in the studio can still raise questions about long-term intentions and the cultural shift they imply.
What Will Remain Fully Human in the New Divinity
A core reassurance from Larian is that the next Divinity game will not include AI-generated content as part of the final shipped experience. That commitment focuses on three pillars of RPG craft.
1. Writing and Narrative Design
The studio has explicitly stated that:
- All narrative content in Divinity will be written by human writers.
- Dialogue, quest design, and character arcs are handled in-house by design and narrative teams.
- Any AI-generated lines used during prototyping are replaced with human-written text before release.
This approach aligns with the studio’s reputation for dense, reactive storytelling, where subtle choices and long-term consequences matter. Designing these complex structures typically requires tight collaboration between writers, quest designers, and scripters—something current AI tools cannot truly replicate.
2. Voice Acting and Performance
Larian also emphasizes its commitment to human actors. That means:
- No synthetic voices or AI-cloned performances in the final game.
- Recording sessions with actors who can improvise, adjust deliveries, and offer feedback.
- Respecting industry-wide concerns raised by organizations like SAG-AFTRA about AI voice replication and consent.2
Full voice acting was one of the standout features of Baldur’s Gate 3, and the studio has signaled that this emphasis on human performance will continue.
3. Final Concept Art and Visual Identity
Despite reports that the studio makes use of AI-driven experiments in visual development, Larian stresses that:
- Its concept and production art are created by human artists on staff.
- AI images are not used as final assets in-game.
- Any AI reference imagery is replaced with fully original art as production advances.
This separation between exploratory and final art is crucial to maintaining a cohesive visual identity and ensuring that the talent of the art team remains front and center.
Internal AI vs. On-Disc AI: A Comparison
The table below highlights the key differences between how Larian describes its use of AI and the more aggressive approaches that some players fear.
| Aspect | Larian’s Stated Approach | Feared Industry Trend |
|---|---|---|
| Scope of AI Use | Internal, non-final assets and workflows | AI-generated assets shipped in final game |
| Writing & Story | Human-written narrative and dialogue | AI-written quests and dialogue replacing writers |
| Voice & Performance | Recorded by human actors | AI voices, cloning actors without proper consent |
| Art & Visuals | AI for reference only; final art by staff artists | Direct use of AI images as concept or production art |
| Impact on Jobs | Positioned as assistive, not replacing roles | Potential reduction of creative staff |
Why the Backlash Happened Anyway
Even with these assurances, the initial revelation that Larian was experimenting with generative AI sparked anger and anxiety among some fans and artists. Several factors contributed to this reaction:
- Trust built on a human-first image – After the success of Baldur’s Gate 3, many players saw Larian as a studio that championed traditional craftsmanship and resisted exploitative trends. Any association with generative AI felt like a betrayal of that image for some community members.
- Industry context – At the same time, other entertainment companies have explored replacing human performers and artists with AI, often in ways that sparked union action and public criticism.2 Larian’s practices were judged against this broader backdrop.
- Ambiguity in early reporting – Initial summaries of the studio’s AI work sometimes used strong language, implying a more aggressive embrace of AI than the details later supported. Nuances about internal versus final use can be lost in short headlines.
- Emotional stakes – For many players, RPGs are deeply personal experiences. Anything that might dilute the authenticity of characters and worlds can provoke a strong emotional response.
This backlash prompted clearer and more detailed statements from Larian about where its boundaries lie.
Efficiency Gains vs. Creative Quality
One interesting detail emerging from coverage is that even studios who use AI heavily often report limited practical benefits, especially in complex creative work. Larian has indicated that while AI tools are being trialed, the efficiency gains are not transformative. This lines up with wider observations from software and content industries:
- AI can accelerate low-risk, repetitive tasks, but struggles with tasks that require deep context, worldbuilding consistency, or emotional nuance.
- Time saved on drafting may be partially offset by the need for careful review, editing, or complete rewriting to meet quality standards.
- For art, AI-generated images can be quick but may lack the coherent style and design logic needed for a polished game.
For a studio with ambitions similar to a big-budget RPG, the value of AI is therefore less about replacing staff and more about shifting their time toward the work that matters most to the final player experience.
What Larian’s Approach Signals for the Industry
Larian’s public stance offers a tentative model for how some studios may try to balance innovation with responsibility:
- Experiment, but set clear red lines – Use AI in ways that don’t displace human creators or undermine the integrity of the finished game.
- Communicate early and often – Explain how tools are used, listen to feedback from employees and players, and adjust policies accordingly.
- Maintain investment in human teams – Highlight hiring, training, and long-term commitments to artists, writers, and actors.
- Prepare for evolving regulation – Governments and regulators are starting to craft AI rules on transparency, copyright, and safety. Studios that adopt cautious, documented practices now may be better positioned later.1,5
Whether this approach becomes common will depend on many factors: financial pressures, technology advances, and how audiences reward or punish different AI strategies. For now, Larian is positioning itself as AI-aware but not AI-driven.
FAQ: Larian, Divinity, and AI
Will the new Divinity game include AI-generated dialogue or quests?
No. The studio has stated that all narrative content in the upcoming Divinity RPG will be written by human writers, and that any AI used during development is for temporary or internal purposes only.
Are Larian’s concept artists being replaced by AI tools?
Larian has said that it employs a large team of artists and continues to hire more. AI tools may be used as reference or to explore ideas, but final concept art and production art are created by human artists on staff.
Does Larian use AI voices in its games?
The studio relies on human voice actors for its fully voiced RPGs and has emphasized that performances in the next Divinity title will be recorded by human actors, not generated by AI.
Why do players react so strongly to generative AI in games?
Generative AI raises concerns about job security for creative workers, the ethics of training data, and the potential dilution of a studio’s artistic identity. Fans of story-heavy RPGs often value hand-crafted writing and performances, so any suggestion of automation can feel like a threat to what they love most.
Is Larian’s approach typical of the broader games industry?
Many studios are experimenting with generative AI behind the scenes for tasks like prototyping or documentation, while others are more cautious. Larian’s explicit promise not to ship AI-generated content puts it on the conservative end of the spectrum, at least for now.
Looking Ahead: Human-Centered RPGs in an AI Age
As generative AI continues to evolve, game studios face a complex set of choices. Tools that can speed up certain tasks may help smaller teams reach ambitious goals or allow larger studios to reallocate budget toward areas players care about most. At the same time, uncritical adoption risks eroding trust, undermining creative jobs, and filling games with generic content.
Larian’s handling of the next Divinity suggests that it wants the benefits of AI-assisted workflows without compromising the studio’s reputation for richly written, deeply human RPGs. Whether players accept that compromise will become clearer as the game moves closer to release and more details emerge about both its story and the processes that shaped it.
For now, one point remains clear: whatever AI tools might appear inside Larian’s offices, the studio insists that the characters, choices, and worlds of its next epic will still be authored—and performed—by people.
References
- Copyright and Artificial Intelligence — U.S. Copyright Office. 2023-08-30. https://www.copyright.gov/ai/
- SAG-AFTRA Members Ratify 2023 TV/Theatrical Contracts — SAG-AFTRA. 2023-12-05. https://www.sagaftra.org/contracts-industry-resources/contracts/tvtheatrical-contracts-2023
- How AI is changing the rules of game development — Reuters. 2023-10-06. https://www.reuters.com/technology/how-ai-is-changing-rules-game-development-2023-10-06/
- The State of AI in 2023: Generative AI’s Breakout Year — McKinsey & Company. 2023-08-23. https://www.mckinsey.com/capabilities/quantumblack/our-insights/the-state-of-ai-in-2023-generative-ais-breakout-year
- Communication from the Commission on Artificial Intelligence — European Commission. 2021-04-21. https://digital-strategy.ec.europa.eu/en/library/communication-artificial-intelligence-european-approach-excellence-and-trust

