The Divinity Developer Details Its Application of AI Tools for Next Project

The team behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking a wave of anticipation within the industry. However, subsequent statements from the studio's co-founder have added a new dimension to the discussion, touching on the team's stance toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a new statement, the studio's founder explained that the company is utilizing generative AI for specific supporting purposes. These include fleshing out PowerPoint slides, creating rough artistic references, and drafting placeholder dialogue.

Notably, Vincke stressed that the final content in the game will be created solely by human creatives. "We are writing every line in-house," he said.

Larian is continuously increasing our roster of storytellers and are actively putting together dedicated writer rooms.

Since this area is being specifically referenced — we currently have over twenty artistic staff and have positions available for additional creatives.

All our efforts we do is supplementary and focused on letting our team spend additional energy on actual creation.

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

Tempering Reactions with Clear Intent

The revelation of AI usage initially provoked backlash among a segment of the player base. In reply, Vincke provided additional clarification on social media.

"At Larian, we employ these tools to gather inspiration, in the same way we use the internet and art books," he wrote. "During the very early brainstorming phase we use it as a simple sketch for structure which we then substitute with authentic illustrations."

He added, "Larian brings on creatives for their unique talent, not for their ability to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had earlier broken down the studio's focused approach to AI and ML, defining its use into primary pillars:

  • Streamlining Repetitive Work: This includes motion capture cleaning, voice editing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to quickly build rough models of gameplay ideas to validate concepts before complete production.
  • Experimental Frontiers: Researching how AI could in the future enhance emergent gameplay, specifically in managing unforeseen permutations in a complex RPG.

He specifically noted that core creative domains — such as music composition — are are in no way departments where the team is reducing creative input. Conversely, Larian is expanding its staff in these precise positions.

"Our studio is not launching a game with any AI components, and we are certainly not considering cutting staff to replace them with artificial intelligence," Vincke stated definitively.

Rodney Valdez DVM
Rodney Valdez DVM

International chess master and coach with over 15 years of experience in competitive play and strategy development.