The Divinity Developer Details Its Use of Generative AI for Upcoming Divinity Game

The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, sparking a wave of hype within the player base. However, subsequent comments from the company's co-founder have introduced nuance to the conversation, focusing on the team's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a recent clarification, Larian's director outlined that the company is using AI technology for certain preliminary functions. These encompass enhancing PowerPoint slides, producing early-stage artistic references, and writing temporary dialogue.

Notably, Vincke emphasized that the shipping content in the game will be created exclusively by human creatives. "Our team is creating everything in-house," he affirmed.

We are continuously increasing our pool of storytellers and are currently assembling dedicated writer rooms.

As this area is being explicitly called out — we currently have 23 visual developers and have positions available for additional creatives.

Everything we do is additive and focused on having people spend greater focus on making content.

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

Tempering Reactions with Clear Intent

The revelation of employing this technology at first sparked backlash among a segment of the community. In reaction, Vincke issued further elaboration on social media.

"We use machine learning to gather inspiration, just like we use Google and art books," he stated. "During the conceptual ideation stages we use it as a simple sketch for composition which we then replace with hand-crafted concept art."

He added, "Our studio recruits talent for their creative vision, not for their capacity to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had previously outlined the company's targeted approach to this technology, categorizing its use into three main pillars:

  • Streamlining Repetitive Work: This includes motion capture cleaning, voice editing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build basic mock-ups of gameplay ideas to test concepts ahead of full development.
  • Future Potential for Gameplay: Exploring how machine learning could one day facilitate new forms of player agency, specifically in simulating player-driven narratives in a vast role-playing world.

He clearly stated that central narrative disciplines — like music composition — are are absolutely not departments where the team is replacing human input. Conversely, Larian is expanding its staff in these precise positions.

"Larian is neither shipping a game with any AI components, and we are certainly not planning on reducing staff to swap them out with AI," Vincke summarized.

Michael Thomas
Michael Thomas

A tech journalist and innovation strategist with over a decade of experience covering emerging technologies and their impact on global markets.