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

The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, sparking immense hype within the industry. However, subsequent comments from the company's figurehead have introduced clarity to the narrative, addressing the team's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a new statement, the studio's founder explained that the company is using machine learning for certain supporting purposes. These encompass fleshing out presentation materials, producing rough visual ideas, and drafting draft dialogue.

Crucially, Vincke stressed that the shipping content in the game will be authored solely by real artists. "Larian is creating every line manually," he affirmed.

Our studio is actively growing our roster of concept artists and are actively putting together writing teams.

Given that concept art is being particularly mentioned — we presently have twenty-three concept artists and have roles to fill for more creatives.

Everything we do is additive and focused on having people spend additional energy on making content.

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

Tempering Reactions with Clear Intent

The news of employing this technology at first generated backlash among some the player base. In reaction, Vincke issued more clarification on public forums.

"At Larian, we employ AI tools to research ideas, similar to we use Google and physical media," he wrote. "In the conceptual ideation stages we use it as a simple sketch for structure which we then substitute with hand-crafted artwork."

He added, "Larian brings on artists for their unique talent, not for their willingness to follow what a AI generates."

Three Pillars of Practical Application

Vincke had previously outlined the company's targeted strategy to machine learning, defining its use into three main pillars:

  • Streamlining Repetitive Work: This encompasses refining animations, voice editing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to speedily create basic models of gameplay ideas to experiment with concepts prior to complete development.
  • Long-Term Aspirations: Exploring how machine learning could in the future create innovative gameplay, particularly in simulating player-driven narratives in a complex RPG.

He clearly noted that key artistic disciplines — like writing — are are in no way fields where the team is cutting creative input. In fact, Larian is expanding its staff in these precise positions.

"Our studio is neither releasing a game with machine-made assets, and we are certainly not planning on reducing staff to replace them with AI," Vincke concluded.

Krista Ortega
Krista Ortega

A seasoned gaming analyst with over a decade of experience in online casino trends and player psychology.