The Divinity Developer Clarifies Its Use of Generative AI for Upcoming Divinity

The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, generating significant anticipation within the gaming community. However, recent comments from the studio's figurehead have added nuance to the conversation, focusing on the studio's approach toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a latest clarification, Swen Vincke detailed that the company is utilizing generative AI for specific ancillary purposes. These include fleshing out presentation materials, generating early-stage concept art, and writing temporary dialogue.

Crucially, Vincke made clear that the end assets in the game will be crafted solely by human writers. "Our team is creating every line manually," he said.

Our studio is constantly growing our roster of writers and are busily assembling narrative groups.

Given that concept art is being specifically mentioned — we right now have 23 visual developers and have roles to fill for additional artists.

Each initiative we do is supplementary and aimed at letting our team spend greater focus on making content.

Any AI system implemented properly is additive to a creative team process, not a replacement for their skill.

Responding to Feedback and Defining the Path

The news of AI usage at first sparked concern among some the fanbase. In reaction, Vincke issued additional detail on public forums.

"Our team utilizes AI tools to gather inspiration, similar to we use search engines and reference books," he explained. "During the conceptual brainstorming phase we use it as a basic framework for composition which we then substitute with hand-crafted illustrations."

He continued, "We've hired talent for their creative vision, not for their capacity to follow what a AI generates."

Three Pillars of Practical Application

Vincke had in the past detailed the company's targeted method to machine learning, defining its use into key areas:

  • Automation of Tedious Tasks: This encompasses refining animations, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using technology to speedily create simple mock-ups of mechanics to validate concepts before expensive development.
  • Long-Term Aspirations: Exploring how AI could eventually create innovative reactivity, especially in creating player-driven narratives in a vast role-playing world.

He clearly affirmed that core creative domains — such as writing — are are in no way departments where the studio is reducing creative talent. On the contrary, Larian is expanding its staff in these very roles.

"We are not releasing a game with machine-made assets, and we are certainly not looking at trimming down staff to swap them out with AI," Vincke summarized.

Jamie Willis
Jamie Willis

A passionate gamer and tech enthusiast with over a decade of experience in reviewing games and sharing strategies to help players level up.