The Divinity Developer Clarifies Its Use of AI Tools for Next Divinity

The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, creating significant hype within the player base. However, recent statements from the studio's lead designer have introduced clarity to the narrative, focusing on the studio's stance toward machine learning.

A Tool for Ideation, Not Replacement

In a new statement, the studio's founder explained that the company is using AI technology for specific supporting functions. These include developing presentation materials, creating initial concept art, and writing placeholder text.

Crucially, Vincke made clear that the end content in the game will be authored entirely by actual artists. "Larian is creating every line manually," he stated.

Our studio is constantly increasing our roster of storytellers and are actively assembling writing teams.

As concept art is being explicitly referenced — we presently have twenty-three concept artists and have positions available for further talent.

All our efforts we do is additive and focused on enabling creatives to spend more time on making content.

Every AI system applied correctly is a boost to a creative team routine, not a replacement for their talent.

Responding to Feedback and Defining the Path

The news of using AI initially generated unease among some the player base. In response, Vincke offered additional elaboration on online platforms.

"Our team utilizes AI tools to gather inspiration, similar to we use the internet and physical media," he stated. "In the initial brainstorming phase we use it as a rough outline for layout which we then substitute with authentic concept art."

He added, "We've hired artists for their creative vision, not for their ability to execute what a AI generates."

Three Pillars of Practical Application

Vincke had earlier broken down the studio's practical approach to AI and ML, categorizing its use into key pillars:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype basic mock-ups of scenarios to validate concepts ahead of expensive production.
  • Experimental Frontiers: Researching how machine learning could in the future create emergent gameplay, especially in creating dynamic reactions in a detailed game universe.

He specifically stated that key artistic areas — such as visual art — are not fields where the team is cutting creative involvement. Conversely, Larian is recruiting more in these precise fields.

"We are not launching a game with AI-generated content, nor looking at trimming down creatives to swap them out with artificial intelligence," Vincke stated definitively.

Anthony Beck
Anthony Beck

A seasoned Las Vegas travel writer and casino enthusiast with over a decade of experience exploring the Strip.