The Divinity Developer Details Its Use of Machine Learning for New Divinity

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, sparking immense anticipation within the gaming community. However, follow-up statements from the studio's figurehead have introduced a new dimension to the conversation, touching on the team's approach toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a new statement, the studio's founder outlined that the team is utilizing generative AI for particular preliminary functions. These include enhancing pitch decks, generating early-stage artistic references, and drafting draft copy.

Crucially, Vincke emphasized that the final assets in the game will be created entirely by human artists. "We are developing all the content ourselves," he affirmed.

We are continuously expanding our pool of concept artists and are currently forming dedicated writer rooms.

Given that this area is being explicitly mentioned — we right now have over twenty visual developers and have roles to fill for more artists.

Everything we do is supplementary and focused on having people spend additional energy on the creative process.

Every machine learning application applied correctly is supplementary to a creative team process, never a stand-in for their skill.

Tempering Reactions with Clear Intent

The revelation of AI usage initially generated concern among some the fanbase. In reaction, Vincke provided further elaboration on public forums.

"At Larian, we employ these tools to gather inspiration, just like we use the internet and art books," he wrote. "In the initial ideation stages we use it as a simple sketch for layout which we then swap out with authentic illustrations."

He added, "Our studio recruits artists for their creative vision, not for their willingness to replicate what a AI generates."

Three Pillars of Practical Application

Vincke had previously broken down the company's targeted strategy to this technology, grouping its use into three main areas:

  • Streamlining Repetitive Work: Areas like refining animations, audio processing, and Larian-specific work like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using tools to quickly build rough mock-ups of mechanics to test concepts before full production.
  • Experimental Frontiers: Exploring how machine learning could in the future enhance innovative player agency, particularly in creating player-driven narratives in a detailed game universe.

He explicitly affirmed that core creative areas — including music composition — are are in no way departments where the studio is cutting creative talent. On the contrary, Larian is recruiting more in these precise roles.

"We are not releasing a game with machine-made assets, nor planning on reducing teams to swap them out with AI," Vincke stated definitively.

Dustin Powell
Dustin Powell

A seasoned slot gaming analyst with over a decade of experience in casino entertainment and strategy development.