The Divinity Developer Clarifies Its Use of Generative AI for New Divinity Game

The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, creating a wave of anticipation within the industry. However, follow-up remarks from the company's lead designer have added nuance to the discussion, addressing the team's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a latest statement, Swen Vincke explained that the developer is using generative AI for particular supporting tasks. These include fleshing out presentation materials, generating rough artistic references, and creating temporary text.

Notably, Vincke emphasized that the end material in the game will be crafted entirely by actual artists. "Our team is writing every line in-house," he stated.

Our studio is actively increasing our pool of storytellers and are actively assembling narrative groups.

As concept art is being specifically mentioned — we right now have twenty-three artistic staff and have job openings for more creatives.

Each initiative we do is supplementary and aimed at enabling creatives to spend additional energy on actual creation.

Every AI system implemented properly is a boost to a creative team workflow, not a substitute for their skill.

Tempering Reactions with Clear Intent

The admission of employing this technology originally sparked unease among some the community. In response, Vincke provided additional clarification on public forums.

"At Larian, we employ these tools to gather inspiration, just like we use Google and reference books," he explained. "During the initial ideation stages we use it as a basic framework for layout which we then substitute with original concept art."

He added, "Larian brings on talent for their creative vision, not for their willingness to replicate what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously broken down the team's focused method to this technology, grouping its use into key areas:

  • Streamlining Repetitive Work: This includes polishing mocap data, audio processing, and technical processes like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using tools to quickly build rough versions of scenarios to test concepts before expensive production.
  • Future Potential for Gameplay: Investigating how machine learning could eventually facilitate emergent gameplay, especially in simulating unforeseen permutations in a detailed game universe.

He clearly affirmed that key artistic domains — such as writing — are are absolutely not fields where the studio is replacing human involvement. On the contrary, Larian is recruiting more in these exact roles.

"Our studio is not shipping a game with any AI components, nor considering reducing staff to swap them out with AI," Vincke summarized.

William Berger
William Berger

A passionate gamer and content creator with years of experience in competitive gaming and strategy development.