The Divinity Developer Explains Its Use of AI Tools for Upcoming Divinity Game
The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, sparking immense excitement within the player base. However, follow-up statements from the studio's lead designer have added clarity to the conversation, addressing the team's approach toward AI tools.
A Tool for Ideation, Not Replacement
In a latest message, Swen Vincke explained that the team is employing machine learning for certain preliminary tasks. These include enhancing PowerPoint slides, producing early-stage artistic references, and writing draft copy.
Notably, Vincke stressed that the shipping content in the game will be authored solely by real artists. "Larian is developing all the content manually," he affirmed.
Our studio is continuously increasing our team of writers and are currently putting together dedicated writer rooms.
Given that concept art is being specifically referenced — we presently have over twenty visual developers and have job openings for further talent.
Each initiative we do is supplementary and designed to enabling creatives to spend additional energy on making content.
Any machine learning application used well is additive to a developer's routine, not a substitute for their talent.
Tempering Reactions with Clear Intent
The admission of AI usage initially provoked concern among portions of the community. In reaction, Vincke issued additional clarification on social media.
"At Larian, we employ these tools to research ideas, just like we use the internet and physical media," he explained. "In the very early ideation stages we use it as a rough outline for structure which we then replace with authentic concept art."
He added, "Larian brings on talent for their creative vision, not for their ability to follow what a machine suggests."
Three Pillars of Practical Application
Vincke had in the past broken down the studio's targeted method to AI and ML, grouping its use into three main pillars:
- Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Accelerated Iteration: Using systems to quickly build simple models of mechanics to experiment with concepts prior to expensive development.
- Future Potential for Gameplay: Exploring how AI could one day facilitate new forms of player agency, particularly in simulating unforeseen permutations in a detailed game universe.
He explicitly affirmed that central narrative areas — including visual art — are are absolutely not fields where the company is reducing creative involvement. On the contrary, Larian is actively hiring in these precise positions.
"We are not releasing a game with machine-made assets, and we are certainly not considering cutting teams to swap them out with AI," Vincke concluded.