The Divinity Developer Clarifies Its Implementation of AI Tools for New Divinity

The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking immense hype within the industry. However, recent statements from the studio's co-founder have introduced a new dimension to the discussion, touching on the studio's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent message, the studio's founder detailed that the team is utilizing machine learning for certain supporting purposes. These include enhancing pitch decks, generating initial artistic references, and creating draft text.

Importantly, Vincke emphasized that the end assets in the game will be crafted solely by human creatives. "We are writing all the content ourselves," he affirmed.

We are continuously increasing our pool of concept artists and are busily forming writing teams.

Given that this area is being particularly referenced — we presently have twenty-three concept artists and have roles to fill for more creatives.

Everything we do is incremental and aimed at enabling creatives to spend additional energy on actual creation.

Any machine learning application applied correctly is additive to a artist's routine, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The news of using AI originally provoked backlash among some the fanbase. In reaction, Vincke offered further detail on public forums.

"At Larian, we employ these tools to research ideas, just like we use the internet and physical media," he explained. "In the initial brainstorming phase we use it as a basic framework for composition which we then replace with authentic concept art."

He noted, "We've hired talent for their inherent skill, not for their ability to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had previously detailed the team's targeted approach to machine learning, grouping its use into primary areas:

  • Automation of Tedious Tasks: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like retargeting animations.
  • Fast-Tracked Experimentation: Using tools to rapidly prototype basic mock-ups of mechanics to test concepts prior to expensive production.
  • Long-Term Aspirations: Investigating how AI could one day facilitate new forms of gameplay, particularly in managing unforeseen permutations in a detailed game universe.

He clearly affirmed that key artistic areas — such as visual art — are are in no way departments where the studio is reducing creative involvement. Conversely, Larian is actively hiring in these very fields.

"Our studio is not releasing a game with machine-made assets, and we are certainly not considering reducing staff to replace them with artificial intelligence," Vincke concluded.

Vickie Franklin
Vickie Franklin

Financial analyst specializing in precious metals with over a decade of market experience.