The Divinity Developer Explains Its Application of Generative AI for Upcoming Divinity

The team behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking a wave of hype within the gaming community. However, recent comments from the studio's co-founder have added nuance to the discussion, addressing the team's philosophy toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a recent clarification, the studio's founder detailed that the developer is utilizing machine learning for particular ancillary tasks. These include enhancing pitch decks, producing rough artistic references, and drafting draft dialogue.

Notably, Vincke made clear that the shipping material in the game will be created entirely by human artists. "We are developing all the content ourselves," he stated.

Larian is actively increasing our pool of writers and are actively forming dedicated writer rooms.

Since this area is being specifically referenced — we currently have 23 visual developers and have positions available for more creatives.

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

Every ML tool applied correctly is supplementary to a creative team routine, not a replacement for their craft.

Addressing Concerns and Clarifying the Vision

The news of employing this technology originally sparked concern among some the fanbase. In reaction, Vincke offered further clarification on online platforms.

"Our team utilizes AI tools to explore references, similar to we use the internet and reference books," he stated. "During the initial ideation stages we use it as a basic framework for structure which we then replace with authentic artwork."

He noted, "We've hired creatives for their creative vision, not for their ability to execute what a machine suggests."

Key Areas of AI Integration

Vincke had in the past detailed the company's practical method to machine learning, categorizing its use into key areas:

  • Automation of Tedious Tasks: This encompasses polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using technology to quickly build rough mock-ups of scenarios to validate concepts ahead of full implementation.
  • Long-Term Aspirations: Researching how machine learning could in the future enhance emergent player agency, particularly in simulating unforeseen permutations in a complex RPG.

He clearly stated that central narrative disciplines — such as music composition — are not fields where the studio is replacing creative involvement. On the contrary, Larian is actively hiring in these exact roles.

"We are neither shipping a game with machine-made assets, nor considering trimming down creatives to substitute them with artificial intelligence," Vincke stated definitively.

Michael Valenzuela
Michael Valenzuela

Elara Vance is a software engineer and tech journalist passionate about open source ecosystems and developer advocacy.

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