The Divinity Developer Details Its Use of AI Tools for Next Project

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, sparking significant hype within the industry. However, follow-up remarks from the studio's lead designer have added a new dimension to the conversation, addressing the developer's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a recent statement, the studio's founder explained that the company is using machine learning for particular ancillary tasks. These involve fleshing out PowerPoint slides, producing rough visual ideas, and drafting temporary text.

Notably, Vincke emphasized that the end material in the game will be created solely by actual writers. "We are creating all the content manually," he stated.

Larian is actively increasing our team of concept artists and are currently assembling dedicated writer rooms.

As visual development is being specifically called out — we currently have twenty-three visual developers and have job openings for further talent.

Each initiative we do is incremental and aimed at having people spend additional energy on making content.

Every machine learning application implemented properly is supplementary to a creative team routine, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The admission of AI usage originally provoked backlash among a segment of the fanbase. In reply, Vincke offered more detail on social media.

"We use AI tools to research ideas, just like we use search engines and reference books," he stated. "During the very early planning process we use it as a rough outline for structure which we then replace with hand-crafted concept art."

He noted, "Larian brings on creatives for their inherent skill, not for their ability to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past detailed the company's targeted approach to machine learning, defining its use into key areas:

  • Streamlining Repetitive Work: This includes polishing mocap data, audio processing, and Larian-specific work like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype rough mock-ups of scenarios to test concepts prior to complete development.
  • Long-Term Aspirations: Exploring how AI could eventually create emergent gameplay, especially in managing player-driven narratives in a complex RPG.

He clearly noted that core creative disciplines — such as music composition — are are absolutely not departments where the company is replacing creative involvement. On the contrary, Larian is recruiting more in these very positions.

"Larian is not launching a game with any AI components, and we are certainly not planning on cutting teams to replace them with artificial intelligence," Vincke summarized.

Lisa Mccarthy
Lisa Mccarthy

A seasoned gaming journalist with over a decade of experience covering casino trends and slot machine strategies.