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

The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating significant anticipation within the gaming community. However, follow-up statements from the studio's co-founder have brought clarity to the conversation, focusing on the team's approach toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a recent statement, Swen Vincke explained that the developer is employing generative AI for particular supporting functions. These encompass developing PowerPoint slides, producing initial artistic references, and creating placeholder dialogue.

Importantly, Vincke made clear that the end content in the game will be crafted solely by actual writers. "Larian is developing every line ourselves," he affirmed.

Larian is actively growing our roster of concept artists and are busily forming narrative groups.

Given that this area is being specifically referenced — we presently have twenty-three concept artists and have roles to fill for further creatives.

All our efforts we do is additive and designed to letting our team spend additional energy on making content.

Every AI system applied correctly is supplementary to a artist's process, never a stand-in for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of using AI initially provoked concern among portions of the player base. In reply, Vincke provided additional detail on online platforms.

"At Larian, we employ these tools to gather inspiration, just like we use Google and art books," he explained. "During the conceptual ideation stages we use it as a basic framework for composition which we then substitute with hand-crafted concept art."

He noted, "Our studio recruits creatives for their creative vision, not for their capacity to replicate what a AI generates."

Key Areas of AI Integration

Vincke had earlier detailed the company's targeted strategy to machine learning, grouping its use into three main pillars:

  • Streamlining Repetitive Work: Areas like polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype simple models of scenarios to experiment with concepts ahead of complete development.
  • Future Potential for Gameplay: Researching how machine learning could in the future create new forms of reactivity, specifically in creating unforeseen permutations in a detailed game universe.

He clearly affirmed that key artistic disciplines — such as visual art — are are absolutely not areas where the studio is cutting human talent. Conversely, Larian is actively hiring in these very fields.

"Larian is not shipping a game with any AI components, nor planning on reducing creatives to replace them with artificial intelligence," Vincke summarized.

Ricky Smith
Ricky Smith

A luxury lifestyle journalist with over a decade of experience covering high-end brands and travel across Europe.