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

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, generating significant excitement within the player base. However, follow-up comments from the studio's figurehead have introduced clarity to the conversation, addressing the developer's stance toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a latest message, Swen Vincke detailed that the team is utilizing generative AI for certain supporting functions. These encompass fleshing out pitch decks, generating early-stage visual ideas, and drafting placeholder copy.

Crucially, Vincke made clear that the final assets in the game will be crafted solely by actual creatives. "We are developing every line manually," he stated.

Our studio is constantly increasing our roster of writers and are actively assembling writing teams.

Since concept art is being specifically referenced — we right now have 23 concept artists and have positions available for additional artists.

Each initiative we do is incremental and designed to enabling creatives to spend additional energy on making content.

Any AI system implemented properly is a boost to a developer's routine, not a substitute for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of using AI initially generated backlash among some the community. In reaction, Vincke offered further detail on online platforms.

"Our team utilizes AI tools to gather inspiration, similar to we use the internet and physical media," he wrote. "In the very early brainstorming phase we use it as a rough outline for composition which we then replace with original artwork."

He added, "We've hired creatives for their creative vision, not for their capacity to follow what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past broken down the studio's practical method to this technology, defining its use into primary areas:

  • Handling Monotonous Jobs: Areas like refining animations, audio processing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using tools to speedily create simple models of mechanics to validate concepts ahead of expensive development.
  • Long-Term Aspirations: Investigating how AI could in the future create new forms of reactivity, especially in creating dynamic reactions in a vast role-playing world.

He explicitly noted that core creative domains — like visual art — are are in no way fields where the team is cutting artistic talent. On the contrary, Larian is expanding its staff in these exact roles.

"Larian is neither launching a game with AI-generated content, and we are certainly not considering reducing teams to substitute them with artificial intelligence," Vincke summarized.

Katherine Long
Katherine Long

A seasoned watch enthusiast with over a decade of experience in horology, specializing in vintage and modern luxury timepieces.