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

The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating significant anticipation within the player base. However, follow-up remarks from the studio's figurehead have brought nuance to the conversation, addressing the team's approach toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a new message, Swen Vincke outlined that the team is employing AI technology for certain ancillary tasks. These involve developing pitch decks, producing early-stage concept art, and creating temporary dialogue.

Crucially, Vincke made clear that the final material in the game will be authored entirely by real artists. "Larian is developing everything manually," he stated.

Our studio is constantly increasing our team of storytellers and are currently putting together writing teams.

As visual development is being specifically called out — we currently have 23 artistic staff and have job openings for further artists.

Each initiative we do is supplementary and focused on having people spend greater focus on the creative process.

Any ML tool implemented properly is supplementary to a creative team workflow, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The news of AI usage initially sparked backlash among portions of the community. In reply, Vincke provided additional elaboration on online platforms.

"At Larian, we employ these tools to research ideas, just like we use the internet and physical media," he stated. "During the conceptual planning process we use it as a simple sketch for composition which we then replace with hand-crafted concept art."

He added, "Larian brings on artists for their inherent skill, not for their ability to replicate what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had in the past detailed the company's focused approach to this technology, categorizing its use into three main pillars:

  • Streamlining Repetitive Work: This includes polishing mocap data, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic mock-ups of scenarios to experiment with concepts ahead of complete production.
  • Future Potential for Gameplay: Investigating how AI could in the future create emergent gameplay, specifically in simulating player-driven narratives in a vast role-playing world.

He explicitly stated that core creative domains — such as music composition — are not fields where the studio is cutting creative input. Conversely, Larian is recruiting more in these very positions.

"We are neither shipping a game with any AI components, and we are certainly not considering trimming down creatives to substitute them with AI," Vincke stated definitively.

Matthew Clark
Matthew Clark

A seasoned casino enthusiast and gaming analyst with over a decade of experience in online slots and gambling strategies.