The Divinity Developer Details Its Use of Generative AI for Upcoming Project

The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, creating immense anticipation within the player base. However, recent comments from the company's lead designer have introduced nuance to the narrative, touching on the team's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, the studio's founder detailed that the team is utilizing generative AI for particular supporting tasks. These encompass developing presentation materials, producing early-stage concept art, and creating temporary dialogue.

Crucially, Vincke emphasized that the shipping assets in the game will be crafted exclusively by real writers. "Larian is creating all the content manually," he said.

We are continuously increasing our pool of writers and are busily assembling dedicated writer rooms.

As concept art is being explicitly referenced — we currently have twenty-three visual developers and have roles to fill for further artists.

Everything we do is additive and focused on having people spend additional energy on actual creation.

Every AI system applied correctly is supplementary to a developer's routine, never a stand-in for their talent.

Responding to Feedback and Defining the Path

The admission of employing this technology originally generated unease among portions of the player base. In response, Vincke offered more detail on public forums.

"At Larian, we employ these tools to explore references, just like we use Google and physical media," he explained. "In the very early planning process we use it as a basic framework for composition which we then substitute with original concept art."

He added, "We've hired talent for their creative vision, not for their capacity to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had previously outlined the company's focused strategy to machine learning, categorizing its use into primary pillars:

  • Handling Monotonous Jobs: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype rough mock-ups of scenarios to test concepts before expensive production.
  • Long-Term Aspirations: Researching how AI could in the future facilitate innovative player agency, particularly in simulating player-driven narratives in a detailed game universe.

He specifically noted that key artistic areas — like music composition — are are in no way areas where the team is cutting creative talent. On the contrary, Larian is expanding its staff in these precise roles.

"Larian is neither launching a game with any AI components, nor considering cutting staff to replace them with AI," Vincke summarized.

Karina Smith
Karina Smith

A seasoned casino reviewer with over a decade of experience in online gambling, specializing in slot game analysis and responsible gaming practices.