The Divinity Developer Explains Its Use of Generative AI for Upcoming Divinity

The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, generating immense anticipation within the player base. However, subsequent comments from the company's figurehead have introduced nuance to the conversation, focusing on the studio's philosophy toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Swen Vincke outlined that the team is employing AI technology for certain preliminary tasks. These include enhancing pitch decks, creating initial artistic references, and creating temporary copy.

Notably, Vincke made clear that the shipping content in the game will be authored solely by human artists. "Our team is developing everything manually," he affirmed.

We are actively increasing our roster of storytellers and are busily putting together narrative groups.

As concept art is being particularly referenced — we presently have twenty-three visual developers and have positions available for additional talent.

Everything we do is supplementary and aimed at letting our team spend more time on actual creation.

Any ML tool implemented properly is a boost to a developer's workflow, never a stand-in for their craft.

Responding to Feedback and Defining the Path

The revelation of using AI at first sparked backlash among some the community. In response, Vincke offered more detail on online platforms.

"Our team utilizes these tools to gather inspiration, similar to we use search engines and reference books," he explained. "During the initial ideation stages we use it as a basic framework for layout which we then swap out with authentic illustrations."

He continued, "Our studio recruits talent for their creative vision, not for their ability to follow what a machine suggests."

Key Areas of AI Integration

Vincke had in the past broken down the team's focused strategy to this technology, grouping its use into key functions:

  • Handling Monotonous Jobs: This includes motion capture cleaning, audio processing, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype rough mock-ups of gameplay ideas to test concepts before full development.
  • Experimental Frontiers: Researching how machine learning could one day enhance new forms of player agency, especially in simulating dynamic reactions in a detailed game universe.

He explicitly noted that key artistic domains — like visual art — are are in no way areas where the studio is cutting human involvement. On the contrary, Larian is actively hiring in these precise positions.

"We are not releasing a game with machine-made assets, nor planning on trimming down staff to substitute them with AI," Vincke summarized.

Samantha Henderson
Samantha Henderson

Elara is a tech journalist and digital strategist with over a decade of experience covering emerging technologies and their impact on society.