The Divinity Developer Clarifies Its Implementation of Generative AI for Upcoming Divinity Game

The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, generating significant excitement within the player base. However, follow-up remarks from the studio's lead designer have brought clarity to the narrative, touching on the team's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a latest message, Swen Vincke detailed that the team is using generative AI for certain ancillary functions. These involve enhancing presentation materials, producing early-stage concept art, and writing temporary text.

Crucially, Vincke made clear that the end content in the game will be created solely by real writers. "Our team is creating all the content in-house," he affirmed.

We are continuously increasing our pool of storytellers and are busily assembling narrative groups.

As concept art is being particularly referenced — we currently have twenty-three visual developers and have positions available for further creatives.

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

Any machine learning application used well is additive to a artist's routine, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The news of using AI at first sparked backlash among a segment of the community. In reaction, Vincke issued additional elaboration on social media.

"Our team utilizes these tools to gather inspiration, just like we use Google and art books," he explained. "In the initial brainstorming phase we use it as a rough outline for structure which we then substitute with hand-crafted concept art."

He noted, "We've hired artists for their creative vision, not for their ability to replicate what a AI generates."

Focused Uses for Machine Learning

Vincke had earlier detailed the studio's focused approach to AI and ML, defining its use into primary functions:

  • Automation of Tedious Tasks: This includes motion capture cleaning, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Accelerated Iteration: Using technology to quickly build rough versions of gameplay ideas to validate concepts ahead of expensive implementation.
  • Experimental Frontiers: Researching how AI could eventually facilitate new forms of gameplay, particularly in managing dynamic reactions in a complex RPG.

He explicitly stated that core creative areas — like visual art — are not departments where the company is replacing creative input. In fact, Larian is actively hiring in these precise roles.

"Larian is neither launching a game with any AI components, and we are certainly not looking at reducing staff to swap them out with artificial intelligence," Vincke concluded.

Darryl Hanson
Darryl Hanson

A tech enthusiast and software developer with a passion for exploring emerging technologies and sharing knowledge through insightful blog posts.