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

The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, sparking a wave of hype within the player base. However, subsequent comments from the company's figurehead have introduced clarity to the discussion, touching on the studio's approach toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a new statement, Larian's director detailed that the company is utilizing AI technology for specific preliminary purposes. These include enhancing pitch decks, producing initial artistic references, and drafting draft copy.

Importantly, Vincke stressed that the end content in the game will be crafted solely by human creatives. "Our team is creating everything in-house," he said.

Larian is continuously increasing our team of concept artists and are actively forming narrative groups.

Since this area is being particularly referenced — we right now have 23 artistic staff and have positions available for additional talent.

Everything we do is supplementary and designed to letting our team spend more time on the creative process.

Every AI system applied correctly is a boost to a developer's workflow, not a substitute for their talent.

Addressing Concerns and Clarifying the Vision

The admission of employing this technology initially generated concern among a segment of the player base. In response, Vincke offered further detail on social media.

"At Larian, we employ these tools to research ideas, just like we use Google and physical media," he wrote. "During the initial ideation stages we use it as a rough outline for composition which we then swap out with original concept art."

He noted, "We've hired talent for their inherent skill, not for their willingness to follow what a algorithm proposes."

Key Areas of AI Integration

Vincke had in the past broken down the team's focused approach to machine learning, categorizing its use into three main areas:

  • Automation of Tedious Tasks: Areas like polishing mocap data, voice editing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to speedily create rough mock-ups of mechanics to experiment with concepts ahead of expensive implementation.
  • Experimental Frontiers: Investigating how AI could in the future create new forms of gameplay, specifically in managing player-driven narratives in a vast role-playing world.

He specifically affirmed that central narrative areas — including writing — are not departments where the studio is reducing creative input. In fact, Larian is expanding its staff in these very roles.

"Larian is neither shipping a game with machine-made assets, and we are certainly not considering reducing staff to substitute them with artificial intelligence," Vincke stated definitively.

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Thomas Henderson

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