The Divinity Developer Clarifies Its Use of Generative AI for New Divinity

The team behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating immense hype within the industry. However, subsequent remarks from the company's lead designer have introduced nuance to the narrative, touching on the team's approach toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a recent clarification, the studio's founder outlined that the developer is employing generative AI for particular preliminary tasks. These include enhancing pitch decks, generating early-stage concept art, and drafting placeholder copy.

Importantly, Vincke made clear that the shipping material in the game will be authored entirely by human writers. "Larian is writing everything manually," he affirmed.

We are actively increasing our roster of writers and are busily assembling dedicated writer rooms.

Since concept art is being specifically mentioned — we currently have over twenty visual developers and have job openings for further artists.

All our efforts we do is supplementary and designed to enabling creatives to spend additional energy on making content.

Any AI system used well is a boost to a creative team process, not a substitute for their craft.

Responding to Feedback and Defining the Path

The revelation of using AI initially sparked concern among some the community. In reply, Vincke provided additional detail on public forums.

"We use machine learning to gather inspiration, in the same way we use Google and physical media," he explained. "During the conceptual ideation stages we use it as a basic framework for layout which we then replace with hand-crafted concept art."

He continued, "Larian brings on creatives for their unique talent, not for their capacity to execute what a machine suggests."

Three Pillars of Practical Application

Vincke had previously outlined the company's practical approach to AI and ML, categorizing its use into primary pillars:

  • Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and technical processes like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype simple models of mechanics to validate concepts ahead of full development.
  • Experimental Frontiers: Researching how machine learning could one day create innovative reactivity, specifically in managing dynamic reactions in a complex RPG.

He specifically stated that central narrative domains — such as visual art — are are in no way areas where the studio is reducing artistic involvement. Conversely, Larian is recruiting more in these precise positions.

"We are neither releasing a game with any AI components, nor looking at trimming down teams to substitute them with artificial intelligence," Vincke concluded.

Mr. Kent Garcia
Mr. Kent Garcia

A tech enthusiast and writer passionate about innovation and storytelling, sharing insights from years of industry experience.