The Divinity Developer Explains Its Application of AI Tools for Upcoming Divinity Game

The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, creating immense hype within the player base. However, subsequent comments from the company's figurehead have introduced a new dimension to the narrative, addressing the studio's philosophy toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, the studio's founder explained that the team is using AI technology for particular preliminary functions. These include developing pitch decks, generating initial concept art, and writing draft dialogue.

Crucially, Vincke emphasized that the final material in the game will be authored solely by human creatives. "We are writing everything in-house," he stated.

Larian is actively expanding our pool of storytellers and are actively assembling writing teams.

As visual development is being explicitly mentioned — we presently have twenty-three artistic staff and have positions available for further creatives.

All our efforts we do is additive and designed to letting our team spend additional energy on actual creation.

Any ML tool applied correctly is supplementary to a creative team routine, not a replacement for their skill.

Addressing Concerns and Clarifying the Vision

The admission of AI usage at first provoked backlash among portions of the fanbase. In response, Vincke offered further detail on public forums.

"We use these tools to gather inspiration, in the same way we use search engines and art books," he wrote. "During the initial brainstorming phase we use it as a simple sketch for composition which we then replace with hand-crafted illustrations."

He added, "Our studio recruits artists for their creative vision, not for their willingness to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past broken down the studio's focused strategy to machine learning, grouping its use into three main functions:

  • Handling Monotonous Jobs: This encompasses polishing mocap data, audio processing, and technical processes like adjusting assets for various species.
  • Accelerated Iteration: Using tools to rapidly prototype rough versions of mechanics to test concepts ahead of complete implementation.
  • Experimental Frontiers: Investigating how machine learning could eventually enhance emergent player agency, specifically in creating dynamic reactions in a vast role-playing world.

He clearly affirmed that central narrative disciplines — such as music composition — are not departments where the studio is reducing artistic input. On the contrary, Larian is recruiting more in these precise positions.

"We are not launching a game with machine-made assets, nor looking at cutting teams to substitute them with artificial intelligence," Vincke concluded.

Christine Smith
Christine Smith

Automotive journalist with 12 years of experience covering electric vehicles and sustainable mobility trends across Europe.