The Divinity Developer Explains Its Implementation of AI Tools for Upcoming Project

The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, creating immense anticipation within the gaming community. However, follow-up comments from the studio's co-founder have brought nuance to the conversation, focusing on the developer's philosophy toward machine learning.

A Tool for Ideation, Not Replacement

In a latest clarification, Larian's director outlined that the team is using machine learning for particular supporting purposes. These encompass fleshing out presentation materials, producing initial concept art, and writing draft text.

Importantly, Vincke emphasized that the shipping material in the game will be authored exclusively by human creatives. "Larian is developing every line manually," he stated.

Larian is constantly growing our roster of concept artists and are busily assembling writing teams.

As visual development is being specifically called out — we currently have 23 concept artists and have job openings for more creatives.

Each initiative we do is additive and designed to enabling creatives to spend additional energy on making content.

Every ML tool used well is a boost to a developer's workflow, never a stand-in for their craft.

Addressing Concerns and Clarifying the Vision

The news of AI usage initially provoked concern among a segment of the player base. In reaction, Vincke provided further detail on social media.

"We use machine learning to gather inspiration, similar to we use Google and reference books," he explained. "During the conceptual brainstorming phase we use it as a simple sketch for structure which we then swap out with hand-crafted artwork."

He added, "Our studio recruits creatives for their inherent skill, not for their capacity to follow what a machine suggests."

Focused Uses for Machine Learning

Vincke had earlier broken down the team's targeted strategy to AI and ML, categorizing its use into primary pillars:

  • Streamlining Repetitive Work: Areas like refining animations, voice editing, and technical processes like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using tools to quickly build basic models of scenarios to test concepts prior to complete production.
  • Experimental Frontiers: Exploring how AI could in the future enhance emergent gameplay, specifically in managing dynamic reactions in a complex RPG.

He clearly noted that central narrative disciplines — including visual art — are are absolutely not fields where the company is reducing creative talent. In fact, Larian is actively hiring in these exact roles.

"Our studio is neither releasing a game with machine-made assets, and we are certainly not looking at reducing staff to substitute them with AI," Vincke stated definitively.

Pedro Vazquez
Pedro Vazquez

A digital strategist and front-end developer with over 8 years of experience, passionate about creating user-centric web solutions.