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

The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, creating significant hype within the player base. However, recent comments from the studio's figurehead have brought clarity to the conversation, addressing the team's stance toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a recent message, the studio's founder explained that the company is employing machine learning for certain preliminary functions. These encompass fleshing out pitch decks, producing initial concept art, and creating placeholder dialogue.

Crucially, Vincke made clear that the end assets in the game will be created solely by real creatives. "Our team is writing every line in-house," he stated.

Our studio is actively expanding our roster of storytellers and are currently forming dedicated writer rooms.

As this area is being explicitly mentioned — we presently have over twenty concept artists and have job openings for further talent.

All our efforts we do is additive and designed to having people spend greater focus on actual creation.

Every machine learning application implemented properly is supplementary to a artist's routine, never a stand-in for their skill.

Addressing Concerns and Clarifying the Vision

The revelation of using AI at first generated unease among a segment of the community. In reply, Vincke offered additional clarification on online platforms.

"Our team utilizes these tools to explore references, just like we use search engines and physical media," he explained. "During the initial brainstorming phase we use it as a rough outline for composition which we then replace with original artwork."

He added, "Larian brings on artists for their unique talent, not for their capacity to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had previously detailed the company's focused method to AI and ML, defining its use into three main functions:

  • Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype rough models of gameplay ideas to experiment with concepts prior to complete implementation.
  • Future Potential for Gameplay: Investigating how machine learning could eventually facilitate new forms of gameplay, especially in creating unforeseen permutations in a vast role-playing world.

He explicitly stated that key artistic domains — such as music composition — are are absolutely not fields where the company is cutting human talent. In fact, Larian is recruiting more in these exact positions.

"Our studio is not shipping a game with machine-made assets, nor looking at trimming down teams to replace them with artificial intelligence," Vincke stated definitively.

Jordan Flores
Jordan Flores

Elara Vance is a tech enthusiast and gaming analyst with over a decade of experience in digital entertainment and software development.