The Divinity Developer Clarifies Its Use of Machine Learning for Next Divinity Game

The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, creating immense excitement within the player base. However, recent statements from the studio's figurehead have brought clarity to the conversation, addressing the developer's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a latest message, Larian's director outlined that the team is utilizing machine learning for certain supporting purposes. These encompass developing pitch decks, creating rough visual ideas, and drafting placeholder dialogue.

Importantly, Vincke emphasized that the end assets in the game will be authored solely by actual writers. "We are creating every line in-house," he said.

Larian is actively growing our pool of concept artists and are busily putting together dedicated writer rooms.

Since this area is being explicitly mentioned — we right now have twenty-three concept artists and have job openings for further artists.

Each initiative we do is incremental and focused on enabling creatives to spend more time on making content.

Every AI system used well is supplementary to a creative team process, never a stand-in for their talent.

Tempering Reactions with Clear Intent

The admission of using AI at first provoked unease among some the player base. In reaction, Vincke provided more clarification on social media.

"Our team utilizes AI tools to explore references, in the same way we use Google and reference books," he explained. "In the very early brainstorming phase we use it as a simple sketch for composition which we then replace with authentic illustrations."

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

Focused Uses for Machine Learning

Vincke had previously outlined the team's targeted approach to this technology, defining its use into primary areas:

  • Automation of Tedious Tasks: This includes polishing mocap data, dialogue cleanup, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype simple models of scenarios to test concepts prior to expensive development.
  • Future Potential for Gameplay: Exploring how AI could one day facilitate new forms of reactivity, especially in creating unforeseen permutations in a vast role-playing world.

He clearly stated that key artistic domains — including music composition — are are absolutely not departments where the studio is replacing human input. On the contrary, Larian is recruiting more in these very positions.

"Our studio is not shipping a game with AI-generated content, and we are certainly not planning on cutting creatives to swap them out with artificial intelligence," Vincke stated definitively.

Steven Serrano
Steven Serrano

A digital artist and vector graphics specialist with over a decade of experience in creating stunning visual designs for global brands.