The Divinity Developer Details Its Implementation of AI Tools for Next Divinity Game

The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, sparking significant anticipation within the gaming community. However, follow-up remarks from the studio's figurehead have introduced clarity to the discussion, addressing the team's stance toward machine learning.

A Tool for Ideation, Not Replacement

In a new statement, the studio's founder detailed that the team is utilizing AI technology for particular preliminary purposes. These involve developing PowerPoint slides, producing early-stage visual ideas, and writing draft dialogue.

Notably, Vincke emphasized that the end assets in the game will be authored exclusively by real writers. "We are writing every line manually," he said.

We are constantly expanding our team of concept artists and are busily putting together dedicated writer rooms.

Since this area is being specifically called out — we right now have twenty-three visual developers and have roles to fill for more talent.

Everything we do is incremental and aimed at enabling creatives to spend more time on making content.

Any AI system used well is additive to a developer's process, not a substitute for their skill.

Addressing Concerns and Clarifying the Vision

The news of employing this technology originally provoked unease among a segment of the player base. In reply, Vincke issued additional elaboration on online platforms.

"Our team utilizes these tools to gather inspiration, in the same way we use Google and reference books," he stated. "In the initial planning process we use it as a simple sketch for structure which we then replace with authentic artwork."

He noted, "Larian brings on creatives for their unique talent, not for their ability to follow what a AI generates."

Three Pillars of Practical Application

Vincke had in the past broken down the company's focused approach to AI and ML, grouping its use into primary functions:

  • Streamlining Repetitive Work: Areas like refining animations, dialogue cleanup, and technical processes like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to quickly build rough mock-ups of scenarios to test concepts prior to expensive production.
  • Long-Term Aspirations: Exploring how machine learning could in the future create emergent gameplay, particularly in simulating dynamic reactions in a vast role-playing world.

He explicitly stated that central narrative domains — such as music composition — are not areas where the company is reducing creative input. Conversely, Larian is recruiting more in these exact roles.

"Our studio is neither launching a game with any AI components, and we are certainly not looking at trimming down creatives to replace them with artificial intelligence," Vincke concluded.

Christie Lutz
Christie Lutz

Automotive journalist with over a decade of experience covering luxury vehicles and industry innovations.