The Divinity Developer Explains Its Application of Generative AI for Next Project

The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking significant hype within the industry. However, recent statements from the studio's lead designer have added a new dimension to the narrative, focusing on the studio's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a new message, Larian's director detailed that the team is using machine learning for specific preliminary purposes. These include fleshing out PowerPoint slides, creating initial artistic references, and creating draft copy.

Notably, Vincke stressed that the shipping material in the game will be authored solely by actual artists. "We are writing every line manually," he affirmed.

Our studio is constantly expanding our team of writers and are actively putting together narrative groups.

As visual development is being particularly called out — we presently have over twenty artistic staff and have positions available for additional creatives.

All our efforts we do is incremental and designed to letting our team spend more time on the creative process.

Every ML tool used well is additive to a creative team routine, never a stand-in for their skill.

Addressing Concerns and Clarifying the Vision

The news of employing this technology initially provoked unease among a segment of the community. In response, Vincke offered additional clarification on public forums.

"At Larian, we employ these tools to gather inspiration, similar to we use the internet and reference books," he stated. "In the initial ideation stages we use it as a basic framework for composition which we then swap out with authentic concept art."

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

Key Areas of AI Integration

Vincke had earlier outlined the company's targeted method to this technology, categorizing its use into three main areas:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, audio processing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype basic versions of mechanics to test concepts prior to complete development.
  • Long-Term Aspirations: Researching how machine learning could eventually create innovative gameplay, particularly in creating unforeseen permutations in a complex RPG.

He explicitly noted that central narrative disciplines — including writing — are not departments where the company is reducing creative talent. On the contrary, Larian is actively hiring in these very roles.

"Our studio is neither releasing a game with AI-generated content, nor considering reducing teams to replace them with AI," Vincke stated definitively.

Steven Harris
Steven Harris

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