The Divinity Developer Explains Its Use of AI Tools for Next Project

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating immense hype within the gaming community. However, subsequent comments from the company's figurehead have added clarity to the conversation, touching on the studio's philosophy toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, Swen Vincke explained that the developer is using generative AI for specific preliminary purposes. These involve fleshing out pitch decks, producing early-stage artistic references, and creating temporary dialogue.

Crucially, Vincke emphasized that the shipping assets in the game will be crafted entirely by actual writers. "Larian is developing everything ourselves," he stated.

Our studio is constantly growing our pool of concept artists and are busily putting together writing teams.

As visual development is being particularly mentioned — we right now have 23 visual developers and have roles to fill for additional talent.

Everything we do is incremental and aimed at having people spend more time on actual creation.

Every AI system implemented properly is supplementary to a artist's process, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The revelation of using AI at first generated backlash among some the community. In reaction, Vincke issued more elaboration on public forums.

"Our team utilizes AI tools to gather inspiration, similar to we use Google and physical media," he wrote. "In the initial brainstorming phase we use it as a rough outline for composition which we then swap out with hand-crafted concept art."

He continued, "Our studio recruits artists for their unique talent, not for their capacity to follow what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously outlined the team's targeted strategy to AI and ML, categorizing its use into primary functions:

  • Handling Monotonous Jobs: Areas like polishing mocap data, voice editing, and technical processes like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype simple models of gameplay ideas to experiment with concepts ahead of full production.
  • Long-Term Aspirations: Researching how AI could one day create innovative player agency, particularly in simulating dynamic reactions in a vast role-playing world.

He specifically noted that core creative areas — such as music composition — are not areas where the team is reducing creative talent. On the contrary, Larian is actively hiring in these exact fields.

"We are not launching a game with AI-generated content, nor planning on reducing staff to replace them with artificial intelligence," Vincke stated definitively.

Pamela Hoffman
Pamela Hoffman

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