The Divinity Developer Explains Its Use of AI Tools for New Divinity Game

The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, generating immense excitement within the player base. However, recent remarks from the company's co-founder have brought a new dimension to the narrative, touching on the team's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a new message, Swen Vincke detailed that the team is utilizing machine learning for certain ancillary purposes. These encompass enhancing PowerPoint slides, creating rough concept art, and creating placeholder dialogue.

Notably, Vincke made clear that the final content in the game will be crafted solely by real artists. "Larian is developing all the content manually," he affirmed.

Larian is continuously expanding our pool of storytellers and are currently assembling writing teams.

Given that this area is being particularly called out — we currently have twenty-three concept artists and have positions available for further artists.

Everything we do is supplementary and focused on enabling creatives to spend greater focus on making content.

Every ML tool applied correctly is additive to a developer's process, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The news of AI usage originally provoked concern among portions of the community. In reaction, Vincke issued more elaboration on public forums.

"Our team utilizes machine learning to research ideas, similar to we use search engines and physical media," he stated. "During the very early ideation stages we use it as a rough outline for composition which we then swap out with hand-crafted artwork."

He added, "We've hired talent for their creative vision, not for their ability to execute what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had earlier detailed the studio's practical strategy to AI and ML, categorizing its use into primary pillars:

  • Automation of Tedious Tasks: This encompasses refining animations, audio processing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to quickly build simple models of gameplay ideas to test concepts before complete production.
  • Long-Term Aspirations: Investigating how machine learning could in the future create emergent reactivity, specifically in creating player-driven narratives in a detailed game universe.

He specifically stated that key artistic domains — like music composition — are are in no way departments where the team is cutting creative talent. On the contrary, Larian is actively hiring in these precise positions.

"Larian is neither shipping a game with any AI components, and we are certainly not planning on cutting teams to swap them out with AI," Vincke concluded.

Jeremy Foster
Jeremy Foster

A former casino manager turned gaming analyst, specializing in slot machine mechanics and player psychology.