The Divinity Developer Explains Its Application of AI Tools for Next Divinity

The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, creating a wave of anticipation within the industry. However, subsequent statements from the company's co-founder have brought a new dimension to the narrative, touching on the team's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent statement, the studio's founder detailed that the team is utilizing machine learning for particular supporting purposes. These encompass developing presentation materials, creating rough concept art, and writing placeholder text.

Importantly, Vincke emphasized that the final assets in the game will be created solely by real writers. "We are creating everything manually," he affirmed.

We are constantly increasing our roster of writers and are actively putting together writing teams.

Given that this area is being particularly mentioned — we right now have twenty-three concept artists and have positions available for additional talent.

Each initiative we do is supplementary and aimed at having people spend more time on making content.

Any AI system used well is a boost to a creative team process, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The news of employing this technology originally generated concern among some the fanbase. In reaction, Vincke offered further detail on public forums.

"We use AI tools to gather inspiration, in the same way we use the internet and art books," he stated. "In the initial brainstorming phase we use it as a basic framework for structure which we then substitute with hand-crafted concept art."

He added, "Our studio recruits artists for their inherent skill, not for their willingness to replicate what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had earlier outlined the team's practical strategy to AI and ML, categorizing its use into three main areas:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like retargeting animations.
  • Accelerated Iteration: Using technology to quickly build simple models of scenarios to experiment with concepts before full development.
  • Future Potential for Gameplay: Exploring how AI could eventually facilitate emergent player agency, specifically in simulating unforeseen permutations in a vast role-playing world.

He explicitly stated that central narrative domains — like music composition — are are in no way areas where the team is cutting artistic talent. Conversely, Larian is recruiting more in these exact roles.

"Larian is neither releasing a game with AI-generated content, nor planning on cutting creatives to swap them out with artificial intelligence," Vincke concluded.

Vanessa Cherry
Vanessa Cherry

Felix Weber is a seasoned industrial engineer with over 15 years of experience in manufacturing optimization and sustainable technology solutions.