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

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating a wave of excitement within the industry. However, subsequent statements from the company's co-founder have added nuance to the narrative, addressing the studio's philosophy toward machine learning.

A Tool for Ideation, Not Replacement

In a new clarification, Swen Vincke detailed that the developer is utilizing machine learning for particular preliminary purposes. These involve fleshing out pitch decks, generating initial artistic references, and drafting placeholder text.

Importantly, Vincke made clear that the end content in the game will be created solely by actual creatives. "Our team is creating every line ourselves," he affirmed.

We are continuously increasing our team of concept artists and are busily forming narrative groups.

Since this area is being particularly referenced — we currently have over twenty concept artists and have job openings for further talent.

Each initiative we do is incremental and focused on letting our team spend additional energy on making content.

Any AI system used well is a boost to a developer's workflow, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The admission of using AI originally sparked backlash among some the player base. In reaction, Vincke provided additional elaboration on online platforms.

"We use these tools to gather inspiration, similar to we use Google and art books," he wrote. "In the initial planning process we use it as a simple sketch for structure which we then substitute with authentic illustrations."

He added, "Larian brings on artists for their unique talent, not for their capacity to replicate what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously detailed the studio's practical approach to AI and ML, categorizing its use into three main functions:

  • Streamlining Repetitive Work: Areas like refining animations, dialogue cleanup, and technical processes like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using systems to speedily create simple models of gameplay ideas to validate concepts before complete implementation.
  • Experimental Frontiers: Exploring how AI could eventually facilitate new forms of reactivity, especially in managing player-driven narratives in a complex RPG.

He clearly stated that key artistic domains — such as visual art — are are in no way departments where the team is replacing human talent. On the contrary, Larian is recruiting more in these exact positions.

"Our studio is not launching a game with AI-generated content, nor looking at reducing creatives to swap them out with artificial intelligence," Vincke stated definitively.

Jacob Johnson
Jacob Johnson

A seasoned lifestyle journalist with a passion for luxury brands and cultural trends, sharing curated insights from global experiences.