The Divinity Developer Details Its Implementation of AI Tools for New Project

The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, creating significant anticipation within the industry. However, recent remarks from the company's lead designer have brought nuance to the narrative, focusing on the studio's approach toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, Larian's director explained that the developer is using machine learning for particular supporting functions. These involve enhancing presentation materials, creating early-stage visual ideas, and drafting placeholder dialogue.

Crucially, Vincke made clear that the shipping material in the game will be crafted entirely by actual artists. "Larian is developing everything ourselves," he affirmed.

We are actively expanding our pool of storytellers and are actively assembling writing teams.

Since concept art is being explicitly mentioned — we currently have twenty-three concept artists and have positions available for additional artists.

Everything we do is supplementary and designed to letting our team spend additional energy on the creative process.

Every AI system applied correctly is a boost to a creative team workflow, not a replacement for their talent.

Responding to Feedback and Defining the Path

The admission of AI usage originally sparked concern among portions of the community. In reply, Vincke issued further detail on social media.

"Our team utilizes AI tools to explore references, in the same way we use Google and reference books," he stated. "During the conceptual brainstorming phase we use it as a basic framework for layout which we then substitute with original concept art."

He added, "Larian brings on creatives for their creative vision, not for their willingness to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past detailed the team's targeted strategy to machine learning, grouping its use into primary functions:

  • Streamlining Repetitive Work: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype rough models of mechanics to test concepts ahead of expensive implementation.
  • Long-Term Aspirations: Exploring how machine learning could eventually facilitate new forms of player agency, especially in managing dynamic reactions in a detailed game universe.

He clearly affirmed that core creative disciplines — such as visual art — are not fields where the studio is cutting creative involvement. Conversely, Larian is recruiting more in these exact fields.

"Larian is neither shipping a game with any AI components, and we are certainly not looking at reducing staff to replace them with artificial intelligence," Vincke summarized.

Joseph Gill
Joseph Gill

Elara Vance is a tech analyst and digital strategist with over a decade of experience in emerging technologies and innovation consulting.