The Divinity Developer Clarifies Its Implementation of Generative AI for New Divinity

The team behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, generating a wave of anticipation within the industry. However, follow-up remarks from the company's figurehead have added clarity to the conversation, touching on the team's philosophy toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a recent clarification, the studio's founder explained that the team is utilizing machine learning for particular supporting tasks. These include enhancing presentation materials, generating initial artistic references, and creating temporary copy.

Importantly, Vincke made clear that the shipping assets in the game will be crafted solely by actual artists. "Our team is creating everything in-house," he affirmed.

Larian is continuously expanding our roster of concept artists and are busily putting together narrative groups.

Given that this area is being specifically mentioned — we currently have over twenty visual developers and have positions available for additional talent.

Each initiative we do is supplementary and focused on enabling creatives to spend more time on the creative process.

Every ML tool applied correctly is supplementary to a artist's routine, not a replacement for their craft.

Addressing Concerns and Clarifying the Vision

The admission of employing this technology at first sparked concern among a segment of the player base. In reply, Vincke provided additional clarification on online platforms.

"We use these tools to gather inspiration, just like we use search engines and reference books," he stated. "During the conceptual brainstorming phase we use it as a simple sketch for layout which we then swap out with authentic illustrations."

He noted, "Larian brings on talent for their creative vision, not for their ability to follow what a algorithm proposes."

Key Areas of AI Integration

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

  • Automation of Tedious Tasks: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using tools to quickly build rough models of gameplay ideas to experiment with concepts ahead of complete production.
  • Experimental Frontiers: Researching how AI could one day create innovative gameplay, particularly in managing player-driven narratives in a complex RPG.

He explicitly stated that core creative disciplines — like writing — are are absolutely not departments where the team is cutting creative input. In fact, Larian is expanding its staff in these precise roles.

"Larian is not releasing a game with AI-generated content, nor looking at reducing teams to substitute them with AI," Vincke concluded.

Jessica Jackson
Jessica Jackson

Marlon Vance is a tech strategist with over 15 years of experience in IT consulting, specializing in cloud solutions and digital innovation.