The Divinity Developer Details Its Implementation of Generative AI for Upcoming Divinity

The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, sparking a wave of excitement within the gaming community. However, subsequent remarks from the company's figurehead have added clarity to the conversation, addressing the developer's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a recent statement, the studio's founder detailed that the company is utilizing machine learning for particular preliminary tasks. These encompass fleshing out pitch decks, producing initial concept art, and drafting draft dialogue.

Importantly, Vincke made clear that the end material in the game will be crafted solely by actual creatives. "Our team is creating all the content manually," he said.

Our studio is actively expanding our roster of storytellers and are actively assembling writing teams.

Given that this area is being specifically mentioned — we presently have 23 concept artists and have job openings for more creatives.

Everything we do is incremental and focused on letting our team spend greater focus on actual creation.

Any ML tool used well is additive to a developer's workflow, not a substitute for their talent.

Addressing Concerns and Clarifying the Vision

The news of employing this technology initially provoked backlash among some the player base. In reply, Vincke provided further clarification on public forums.

"Our team utilizes machine learning to explore references, in the same way we use Google and physical media," he wrote. "In the conceptual brainstorming phase we use it as a basic framework for structure which we then replace with original artwork."

He noted, "We've hired talent for their creative vision, not for their ability to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had earlier detailed the company's practical approach to machine learning, categorizing its use into key pillars:

  • Handling Monotonous Jobs: This includes refining animations, audio processing, and Larian-specific work like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build rough models of gameplay ideas to experiment with concepts prior to complete production.
  • Experimental Frontiers: Investigating how machine learning could one day enhance innovative gameplay, especially in managing player-driven narratives in a vast role-playing world.

He explicitly noted that central narrative domains — including music composition — are are in no way fields where the company is reducing human input. Conversely, Larian is actively hiring in these precise fields.

"We are neither launching a game with machine-made assets, and we are certainly not considering trimming down teams to substitute them with artificial intelligence," Vincke summarized.

Kim Ramirez
Kim Ramirez

A passionate golfer and journalist with over a decade of experience covering PGA tours and equipment innovations.