The Divinity Developer Clarifies Its Implementation of Generative AI for Next Divinity Game
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, sparking significant excitement within the industry. However, recent statements from the studio's figurehead have introduced nuance to the conversation, addressing the developer's philosophy toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a latest message, the studio's founder outlined that the developer is using AI technology for particular preliminary functions. These include developing pitch decks, generating rough artistic references, and drafting temporary dialogue.
Crucially, Vincke made clear that the final material in the game will be created exclusively by human artists. "We are developing everything manually," he said.
We are actively expanding our team of concept artists and are actively forming writing teams.
Given that visual development is being particularly mentioned — we right now have twenty-three artistic staff and have positions available for additional creatives.
Everything we do is additive and focused on enabling creatives to spend more time on actual creation.
Any AI system applied correctly is supplementary to a developer's routine, not a substitute for their talent.
Responding to Feedback and Defining the Path
The admission of employing this technology at first generated concern among some the community. In response, Vincke offered additional elaboration on social media.
"At Larian, we employ AI tools to research ideas, similar to we use Google and reference books," he stated. "During the initial brainstorming phase we use it as a basic framework for layout which we then swap out with authentic illustrations."
He continued, "Larian brings on artists for their unique talent, not for their ability to follow what a AI generates."
Three Pillars of Practical Application
Vincke had earlier broken down the company's practical strategy to this technology, defining its use into three main functions:
- Handling Monotonous Jobs: This includes motion capture cleaning, voice editing, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build basic models of scenarios to experiment with concepts before expensive implementation.
- Future Potential for Gameplay: Exploring how machine learning could one day facilitate emergent gameplay, specifically in creating player-driven narratives in a detailed game universe.
He explicitly stated that key artistic domains — such as music composition — are are absolutely not departments where the company is reducing creative talent. On the contrary, Larian is expanding its staff in these very roles.
"Our studio is not releasing a game with machine-made assets, and we are certainly not planning on reducing teams to replace them with AI," Vincke summarized.