The Divinity Developer Clarifies Its Implementation of Generative AI for Next Project

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, creating significant anticipation within the industry. However, subsequent remarks from the company's lead designer have added nuance to the conversation, touching on the studio's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent clarification, the studio's founder explained that the developer is employing machine learning for specific ancillary tasks. These involve developing presentation materials, creating initial artistic references, and creating temporary copy.

Importantly, Vincke made clear that the final material in the game will be crafted entirely by real creatives. "Larian is developing all the content ourselves," he said.

Larian is continuously expanding our pool of concept artists and are currently forming narrative groups.

Since visual development is being particularly mentioned — we presently have 23 concept artists and have positions available for further artists.

Each initiative we do is additive and aimed at having people spend more time on the creative process.

Every ML tool used well is a boost to a developer's process, not a replacement for their craft.

Responding to Feedback and Defining the Path

The news of employing this technology originally provoked unease among portions of the community. In reaction, Vincke provided more clarification on social media.

"Our team utilizes AI tools to research ideas, in the same way we use search engines and art books," he wrote. "During the initial planning process we use it as a rough outline for composition which we then replace with authentic artwork."

He continued, "Our studio recruits artists for their inherent skill, not for their ability to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past detailed the company's targeted method to this technology, categorizing its use into key areas:

  • Handling Monotonous Jobs: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype simple mock-ups of scenarios to test concepts prior to expensive production.
  • Experimental Frontiers: Researching how AI could one day facilitate new forms of reactivity, especially in managing player-driven narratives in a detailed game universe.

He clearly noted that core creative domains — such as writing — are are absolutely not fields where the studio is replacing artistic input. Conversely, Larian is recruiting more in these exact positions.

"We are not releasing a game with AI-generated content, nor looking at reducing creatives to swap them out with AI," Vincke stated definitively.

Robert Hernandez
Robert Hernandez

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