The Divinity Developer Explains Its Application of Generative AI for Next Project

The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating immense excitement within the industry. However, recent comments from the company's co-founder have added nuance to the conversation, focusing on the team's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a latest message, the studio's founder detailed that the developer is using machine learning for certain ancillary functions. These include enhancing PowerPoint slides, generating early-stage concept art, and drafting draft copy.

Crucially, Vincke made clear that the final material in the game will be authored exclusively by real writers. "We are creating every line manually," he stated.

Our studio is actively expanding our roster of concept artists and are actively putting together narrative groups.

As this area is being particularly called out — we currently have 23 visual developers and have positions available for additional artists.

Everything we do is additive and focused on having people spend more time on making content.

Any AI system implemented properly is supplementary to a artist's routine, never a stand-in for their skill.

Tempering Reactions with Clear Intent

The revelation of employing this technology originally generated unease among portions of the player base. In reply, Vincke provided further clarification on social media.

"At Larian, we employ machine learning to research ideas, in the same way we use search engines and reference books," he stated. "In the very early planning process we use it as a simple sketch for layout which we then replace with original artwork."

He added, "Our studio recruits creatives for their inherent skill, not for their willingness to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past detailed the studio's practical strategy to machine learning, grouping its use into three main areas:

  • Streamlining Repetitive Work: Areas like refining animations, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using technology to quickly build basic versions of gameplay ideas to validate concepts ahead of expensive development.
  • Future Potential for Gameplay: Investigating how AI could in the future create new forms of gameplay, especially in simulating player-driven narratives in a complex RPG.

He specifically noted that core creative disciplines — like visual art — are not areas where the team is replacing creative involvement. Conversely, Larian is actively hiring in these exact positions.

"Our studio is not launching a game with machine-made assets, nor looking at reducing staff to substitute them with artificial intelligence," Vincke summarized.

Ryan Booth
Ryan Booth

A passionate photographer and educator dedicated to sharing innovative techniques and inspiring others through visual arts.