The Divinity Developer Details Its Implementation of Generative AI for New Divinity

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, generating a wave of anticipation within the industry. However, recent remarks from the company's lead designer have added clarity to the discussion, touching on the studio's approach toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a recent message, Larian's director explained that the team is utilizing generative AI for certain preliminary functions. These include fleshing out presentation materials, producing early-stage concept art, and writing temporary copy.

Notably, Vincke stressed that the shipping assets in the game will be crafted entirely by human artists. "Our team is writing every line manually," he said.

Our studio is actively expanding our pool of concept artists and are busily assembling writing teams.

Given that visual development is being particularly mentioned — we right now have twenty-three artistic staff and have roles to fill for further talent.

All our efforts we do is supplementary and designed to letting our team spend more time on actual creation.

Any machine learning application used well is a boost to a artist's routine, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The news of using AI initially generated backlash among a segment of the community. In response, Vincke issued additional clarification on online platforms.

"Our team utilizes machine learning to gather inspiration, just like we use the internet and physical media," he stated. "In the conceptual brainstorming phase we use it as a basic framework for composition which we then replace with authentic concept art."

He continued, "We've hired creatives for their unique talent, not for their willingness to replicate what a AI generates."

Three Pillars of Practical Application

Vincke had earlier detailed the company's practical strategy to this technology, grouping its use into three main pillars:

  • Streamlining Repetitive Work: This includes refining animations, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to speedily create simple models of mechanics to test concepts before expensive development.
  • Future Potential for Gameplay: Exploring how machine learning could one day create emergent player agency, especially in creating dynamic reactions in a detailed game universe.

He specifically affirmed that core creative areas — such as writing — are are absolutely not areas where the studio is replacing human talent. On the contrary, Larian is recruiting more in these exact positions.

"Larian is not releasing a game with any AI components, nor looking at reducing staff to replace them with artificial intelligence," Vincke stated definitively.

Chad Nichols
Chad Nichols

A tech enthusiast and gaming analyst with over a decade of experience in software development and digital entertainment trends.