The Divinity Developer Clarifies Its Application of Generative AI for Next Divinity

The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, generating a wave of anticipation within the industry. However, recent remarks from the studio's lead designer have brought a new dimension to the conversation, addressing the studio's stance toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a recent clarification, Larian's director explained that the developer is using AI technology for specific preliminary tasks. These include developing pitch decks, generating rough concept art, and creating draft dialogue.

Importantly, Vincke made clear that the final assets in the game will be created solely by human writers. "Our team is creating all the content manually," he said.

We are constantly growing our pool of storytellers and are busily assembling dedicated writer rooms.

As this area is being particularly mentioned — we currently have twenty-three visual developers and have job openings for more artists.

Each initiative we do is incremental and designed to having people spend more time on the creative process.

Every AI system used well is a boost to a artist's workflow, never a stand-in for their skill.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology at first generated concern among a segment of the player base. In reply, Vincke issued more clarification on online platforms.

"We use machine learning to explore references, just like we use Google and reference books," he stated. "During the very early brainstorming phase we use it as a simple sketch for structure which we then swap out with hand-crafted concept art."

He noted, "Our studio recruits artists for their inherent skill, not for their ability to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had in the past outlined the company's practical strategy to this technology, defining its use into key areas:

  • Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to speedily create simple versions of gameplay ideas to experiment with concepts prior to full development.
  • Future Potential for Gameplay: Exploring how machine learning could eventually facilitate innovative player agency, especially in managing player-driven narratives in a vast role-playing world.

He clearly affirmed that core creative domains — including music composition — are are in no way fields where the team is cutting creative involvement. Conversely, Larian is recruiting more in these very fields.

"We are neither launching a game with machine-made assets, and we are certainly not looking at reducing teams to replace them with AI," Vincke summarized.

Joseph Singh
Joseph Singh

A seasoned gaming analyst and writer with over a decade of experience covering casino trends and strategies.