The Divinity Developer Explains Its Implementation of Generative AI for New Divinity Game

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, generating a wave of excitement within the player base. However, subsequent statements from the studio's co-founder have added clarity to the discussion, focusing on the team's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a new statement, Larian's director outlined that the company is employing AI technology for particular ancillary purposes. These involve enhancing pitch decks, creating rough concept art, and creating temporary text.

Crucially, Vincke stressed that the shipping material in the game will be authored entirely by actual creatives. "Our team is developing everything manually," he said.

Larian is actively growing our team of concept artists and are currently assembling narrative groups.

As concept art is being particularly called out — we currently have twenty-three concept artists and have roles to fill for additional creatives.

Each initiative we do is additive and aimed at letting our team spend more time on making content.

Every machine learning application implemented properly is supplementary to a artist's process, not a substitute for their skill.

Tempering Reactions with Clear Intent

The news of AI usage at first sparked concern among portions of the player base. In reaction, Vincke offered further elaboration on public forums.

"Our team utilizes these tools to research ideas, just like we use the internet and physical media," he stated. "During the very early brainstorming phase we use it as a simple sketch for layout which we then substitute with authentic artwork."

He noted, "We've hired talent for their unique talent, not for their willingness to replicate what a AI generates."

Three Pillars of Practical Application

Vincke had in the past detailed the team's practical approach to this technology, grouping its use into key functions:

  • Handling Monotonous Jobs: This encompasses motion capture cleaning, audio processing, and technical processes like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using tools to quickly build basic mock-ups of gameplay ideas to experiment with concepts before complete production.
  • Experimental Frontiers: Exploring how AI could eventually enhance new forms of reactivity, particularly in simulating unforeseen permutations in a detailed game universe.

He specifically affirmed that central narrative domains — including music composition — are not departments where the company is reducing human involvement. Conversely, Larian is expanding its staff in these exact positions.

"Our studio is not shipping a game with machine-made assets, nor considering trimming down creatives to swap them out with AI," Vincke stated definitively.

Neil James
Neil James

A tech journalist and digital strategist with over a decade of experience covering emerging technologies and their impact on society.