The Divinity Developer Details Its Use of AI Tools for New Project

The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, sparking a wave of hype within the industry. However, follow-up statements from the studio's figurehead have brought nuance to the conversation, touching on the developer's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a new message, Larian's director outlined that the company is using AI technology for specific preliminary functions. These include developing pitch decks, generating initial visual ideas, and writing temporary copy.

Importantly, Vincke stressed that the final assets in the game will be authored exclusively by real artists. "Larian is creating every line manually," he said.

We are continuously growing our team of concept artists and are actively putting together narrative groups.

As concept art is being explicitly mentioned — we right now have twenty-three artistic staff and have positions available for additional creatives.

Each initiative we do is additive and designed to having people spend additional energy on the creative process.

Any AI system applied correctly is supplementary to a developer's routine, not a substitute for their talent.

Addressing Concerns and Clarifying the Vision

The news of using AI originally generated backlash among a segment of the community. In reply, Vincke issued further elaboration on public forums.

"Our team utilizes machine learning to explore references, just like we use Google and art books," he wrote. "In the very early brainstorming phase we use it as a simple sketch for composition which we then replace with authentic illustrations."

He continued, "Our studio recruits talent for their unique talent, not for their willingness to follow what a machine suggests."

Key Areas of AI Integration

Vincke had earlier detailed the company's practical method to AI and ML, grouping its use into three main pillars:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to speedily create simple models of mechanics to validate concepts ahead of complete production.
  • Long-Term Aspirations: Researching how AI could in the future create innovative player agency, especially in creating player-driven narratives in a complex RPG.

He explicitly affirmed that core creative disciplines — including visual art — are not fields where the team is cutting human talent. Conversely, Larian is actively hiring in these exact fields.

"We are not launching a game with machine-made assets, and we are certainly not planning on cutting teams to substitute them with AI," Vincke stated definitively.

Richard Watson
Richard Watson

A seasoned software engineer and tech writer passionate about open-source projects and modern web development.