The Divinity Developer Clarifies Its Use of AI Tools for New Divinity Game

The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, creating a wave of excitement within the gaming community. However, recent comments from the company's lead designer have brought nuance to the narrative, addressing the developer's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a latest message, Larian's director outlined that the team is employing generative AI for certain supporting purposes. These include fleshing out presentation materials, generating early-stage visual ideas, and creating temporary text.

Importantly, Vincke made clear that the final material in the game will be created entirely by real creatives. "We are creating every line in-house," he affirmed.

Our studio is constantly expanding our roster of writers and are actively assembling dedicated writer rooms.

As visual development is being explicitly referenced — we right now have twenty-three artistic staff and have job openings for more creatives.

Everything we do is incremental and focused on letting our team spend additional energy on actual creation.

Any ML tool applied correctly is additive to a creative team routine, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The revelation of using AI at first provoked unease among portions of the fanbase. In response, Vincke provided additional clarification on online platforms.

"We use machine learning to explore references, just like we use the internet and art books," he stated. "During the very early brainstorming phase we use it as a rough outline for layout which we then substitute with authentic illustrations."

He noted, "Larian brings on creatives for their creative vision, not for their ability to execute what a machine suggests."

Focused Uses for Machine Learning

Vincke had earlier outlined the company's practical strategy to machine learning, grouping its use into key pillars:

  • Handling Monotonous Jobs: This includes refining animations, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Accelerated Iteration: Using tools to quickly build simple versions of mechanics to validate concepts prior to expensive production.
  • Long-Term Aspirations: Exploring how AI could in the future enhance emergent gameplay, specifically in creating player-driven narratives in a detailed game universe.

He clearly stated that core creative disciplines — including music composition — are are absolutely not fields where the team is reducing artistic input. On the contrary, Larian is actively hiring in these exact fields.

"We are not releasing a game with machine-made assets, and we are certainly not considering cutting teams to replace them with artificial intelligence," Vincke stated definitively.

Ray Cox
Ray Cox

A Berlin-based writer passionate about uncovering hidden gems and sharing cultural narratives across Germany.