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

The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, creating a wave of excitement within the player base. However, subsequent comments from the company's figurehead have added a new dimension to the discussion, touching on the team's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a recent message, the studio's founder detailed that the team is using AI technology for particular supporting tasks. These encompass fleshing out pitch decks, generating initial artistic references, and drafting temporary copy.

Notably, Vincke made clear that the final assets in the game will be crafted solely by real creatives. "Larian is developing every line ourselves," he said.

Larian is continuously expanding our pool of concept artists and are actively forming writing teams.

Since concept art is being particularly called out — we right now have over twenty concept artists and have job openings for more creatives.

Everything we do is additive and focused on enabling creatives to spend more time on actual creation.

Every machine learning application applied correctly is a boost to a artist's routine, never a stand-in for their craft.

Responding to Feedback and Defining the Path

The news of employing this technology initially provoked unease among portions of the player base. In reply, Vincke offered additional clarification on social media.

"Our team utilizes machine learning to explore references, just like we use Google and reference books," he explained. "During the initial brainstorming phase we use it as a simple sketch for layout which we then substitute with authentic concept art."

He continued, "Our studio recruits creatives for their creative vision, not for their willingness to replicate what a algorithm proposes."

Focused Uses for Machine Learning

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

  • Streamlining Repetitive Work: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype rough versions of scenarios to experiment with concepts prior to expensive production.
  • Experimental Frontiers: Exploring how machine learning could eventually enhance new forms of player agency, particularly in managing dynamic reactions in a detailed game universe.

He specifically noted that core creative domains — such as visual art — are are in no way areas where the company is cutting creative input. Conversely, Larian is actively hiring in these very roles.

"We are not shipping a game with AI-generated content, nor considering trimming down teams to replace them with AI," Vincke summarized.

Tina Burnett
Tina Burnett

A travel and design enthusiast with over a decade of experience in luxury lifestyle journalism, sharing insights from global adventures.