The Divinity Developer Explains Its Use of Generative AI for New Divinity

The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking immense anticipation within the player base. However, subsequent remarks from the studio's lead designer have introduced a new dimension to the conversation, focusing on the studio's stance toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Swen Vincke detailed that the developer is employing generative AI for certain preliminary tasks. These encompass fleshing out presentation materials, creating rough visual ideas, and drafting temporary text.

Crucially, Vincke stressed that the end content in the game will be crafted exclusively by real creatives. "Larian is creating everything manually," he stated.

Our studio is constantly increasing our roster of storytellers and are actively putting together narrative groups.

As concept art is being specifically referenced — we right now have 23 concept artists and have job openings for more talent.

Everything we do is incremental and aimed at letting our team spend more time on the creative process.

Any ML tool implemented properly is a boost to a creative team routine, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The revelation of using AI initially generated backlash among some the player base. In reaction, Vincke issued more clarification on public forums.

"Our team utilizes machine learning to explore references, just like we use the internet and physical media," he stated. "During the very early ideation stages we use it as a rough outline for composition which we then substitute with original concept art."

He noted, "We've hired artists for their inherent skill, not for their ability to replicate what a algorithm proposes."

Three Pillars of Practical Application

Vincke had in the past detailed the company's practical method to this technology, grouping its use into primary pillars:

  • Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and Larian-specific work like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using tools to speedily create simple mock-ups of mechanics to validate concepts ahead of complete production.
  • Experimental Frontiers: Investigating how AI could eventually create innovative reactivity, specifically in simulating unforeseen permutations in a detailed game universe.

He explicitly stated that central narrative domains — such as writing — are not departments where the team is cutting artistic input. On the contrary, Larian is actively hiring in these very positions.

"Larian is neither releasing a game with any AI components, nor considering cutting teams to substitute them with artificial intelligence," Vincke concluded.

David Wilson
David Wilson

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