The Divinity Developer Explains Its Use of AI Tools for Next Project

The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, creating a wave of anticipation within the industry. However, follow-up statements from the company's co-founder have added nuance to the conversation, touching on the team's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent message, Larian's director detailed that the developer is using AI technology for specific preliminary functions. These include developing PowerPoint slides, producing early-stage artistic references, and writing placeholder copy.

Crucially, Vincke emphasized that the shipping content in the game will be authored exclusively by actual artists. "Our team is writing every line in-house," he affirmed.

We are continuously growing our roster of writers and are busily assembling dedicated writer rooms.

As concept art is being explicitly mentioned — we presently have twenty-three artistic staff and have roles to fill for more artists.

Each initiative we do is incremental and aimed at enabling creatives to spend more time on actual creation.

Every AI system implemented properly is additive to a developer's routine, not a substitute for their talent.

Addressing Concerns and Clarifying the Vision

The admission of employing this technology at first generated concern among a segment of the player base. In reply, Vincke provided more detail on online platforms.

"At Larian, we employ these tools to research ideas, in the same way we use search engines and physical media," he explained. "In the conceptual planning process we use it as a simple sketch for structure which we then replace with original concept art."

He continued, "Larian brings on talent for their inherent skill, not for their willingness to replicate what a machine suggests."

Focused Uses for Machine Learning

Vincke had previously broken down the studio's targeted approach to this technology, grouping its use into key pillars:

  • Handling Monotonous Jobs: This includes motion capture cleaning, audio processing, and technical processes like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using systems to quickly build basic mock-ups of mechanics to validate concepts prior to expensive production.
  • Long-Term Aspirations: Investigating how machine learning could in the future enhance emergent reactivity, specifically in simulating player-driven narratives in a detailed game universe.

He specifically stated that central narrative disciplines — like music composition — are are absolutely not areas where the team is cutting human input. In fact, Larian is recruiting more in these very fields.

"Larian is neither shipping a game with machine-made assets, nor considering trimming down staff to substitute them with artificial intelligence," Vincke stated definitively.

Ms. Courtney Lewis
Ms. Courtney Lewis

Elara Vance is a tech strategist and writer with over a decade of experience in digital transformation and business innovation.