The Divinity Developer Clarifies Its Application of AI Tools for Upcoming Divinity

The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, generating significant hype within the gaming community. However, follow-up remarks from the studio's co-founder have introduced a new dimension to the conversation, addressing the team's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest statement, Swen Vincke detailed that the team is using generative AI for particular ancillary purposes. These involve enhancing presentation materials, producing initial artistic references, and drafting temporary copy.

Crucially, Vincke stressed that the shipping assets in the game will be created solely by real creatives. "Our team is developing all the content manually," he affirmed.

Larian is constantly expanding our pool of concept artists and are currently putting together narrative groups.

As visual development is being explicitly called out — we currently have twenty-three concept artists and have roles to fill for additional talent.

Everything we do is additive and aimed at letting our team spend additional energy on making content.

Every AI system implemented properly is supplementary to a developer's process, not a replacement for their craft.

Addressing Concerns and Clarifying the Vision

The news of employing this technology initially provoked concern among a segment of the player base. In reply, Vincke provided further elaboration on public forums.

"Our team utilizes AI tools to research ideas, just like we use the internet and physical media," he wrote. "In the very early brainstorming phase we use it as a simple sketch for structure which we then substitute with original concept art."

He continued, "Our studio recruits artists for their creative vision, not for their ability to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had previously broken down the company's practical approach to machine learning, grouping its use into three main pillars:

  • Streamlining Repetitive Work: This includes refining animations, audio processing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to speedily create rough models of gameplay ideas to validate concepts ahead of expensive development.
  • Long-Term Aspirations: Exploring how AI could one day create innovative gameplay, particularly in simulating unforeseen permutations in a complex RPG.

He explicitly affirmed that key artistic areas — such as visual art — are are in no way fields where the team is cutting human input. Conversely, Larian is recruiting more in these precise fields.

"We are neither releasing a game with any AI components, nor considering reducing teams to swap them out with artificial intelligence," Vincke concluded.

Deborah Rogers
Deborah Rogers

A productivity coach and writer with over a decade of experience helping professionals optimize their workflows and achieve their goals.