The Divinity Developer Details Its Application of AI Tools for Upcoming Divinity Game

The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking significant hype within the gaming community. However, subsequent comments from the company's figurehead have introduced nuance to the discussion, touching on the developer's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a new clarification, Larian's director outlined that the company is employing generative AI for specific supporting functions. These include developing pitch decks, generating initial visual ideas, and drafting placeholder text.

Notably, Vincke emphasized that the final assets in the game will be created entirely by actual artists. "Larian is creating all the content in-house," he said.

We are constantly expanding our team of concept artists and are actively assembling narrative groups.

Given that visual development is being explicitly called out — we presently have twenty-three concept artists and have roles to fill for more talent.

Each initiative we do is additive and aimed at letting our team spend greater focus on the creative process.

Every AI system implemented properly is a boost to a creative team process, not a substitute for their craft.

Tempering Reactions with Clear Intent

The news of AI usage initially provoked concern among portions of the community. In response, Vincke offered more clarification on online platforms.

"We use these tools to research ideas, just like we use the internet and art books," he wrote. "In the conceptual ideation stages we use it as a rough outline for composition which we then substitute with original concept art."

He added, "Our studio recruits talent for their creative vision, not for their capacity to replicate what a algorithm proposes."

Three Pillars of Practical Application

Vincke had previously outlined the company's targeted approach to this technology, categorizing its use into key functions:

  • Automation of Tedious Tasks: Areas like refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple mock-ups of scenarios to test concepts before full implementation.
  • Long-Term Aspirations: Investigating how machine learning could eventually facilitate innovative reactivity, especially in creating dynamic reactions in a vast role-playing world.

He clearly noted that core creative disciplines — including visual art — are are absolutely not departments where the team is cutting creative talent. In fact, Larian is expanding its staff in these exact positions.

"We are not releasing a game with any AI components, and we are certainly not looking at cutting staff to replace them with AI," Vincke concluded.

Michael Williams
Michael Williams

A seasoned gaming analyst with over a decade of experience in Las Vegas casinos, specializing in strategy development and industry trends.