The Divinity Developer Explains Its Use of Generative AI for New Divinity

The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, creating a wave of hype within the player base. However, recent statements from the studio's co-founder have added clarity to the discussion, focusing on the team's approach toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a recent statement, Larian's director outlined that the team is using generative AI for particular preliminary purposes. These encompass fleshing out pitch decks, creating initial artistic references, and creating placeholder copy.

Notably, Vincke stressed that the shipping assets in the game will be authored solely by actual writers. "Larian is creating everything in-house," he said.

Our studio is continuously expanding our team of writers and are busily assembling narrative groups.

Since concept art is being explicitly mentioned — we right now have over twenty concept artists and have job openings for additional artists.

All our efforts we do is additive and focused on enabling creatives to spend additional energy on the creative process.

Any machine learning application used well is additive to a developer's routine, not a replacement for their talent.

Tempering Reactions with Clear Intent

The news of AI usage initially sparked concern among portions of the fanbase. In reply, Vincke offered further clarification on online platforms.

"We use machine learning to gather inspiration, similar to we use search engines and physical media," he explained. "In the very early planning process we use it as a basic framework for layout which we then swap out with hand-crafted artwork."

He continued, "We've hired creatives for their unique talent, not for their willingness to follow what a machine suggests."

Focused Uses for Machine Learning

Vincke had earlier detailed the team's practical strategy to this technology, categorizing its use into key functions:

  • Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
  • Accelerated Iteration: Using tools to quickly build rough models of gameplay ideas to test concepts prior to expensive development.
  • Long-Term Aspirations: Investigating how AI could eventually enhance new forms of reactivity, specifically in managing unforeseen permutations in a detailed game universe.

He specifically noted that core creative disciplines — such as visual art — are not fields where the studio is reducing creative talent. Conversely, Larian is expanding its staff in these very positions.

"Our studio is neither releasing a game with machine-made assets, and we are certainly not planning on reducing teams to swap them out with artificial intelligence," Vincke stated definitively.

Charles Miller
Charles Miller

An international business strategist with over 15 years of experience advising multinational corporations on market entry and sustainable growth.