The Divinity Developer Clarifies Its Use of Machine Learning for New Project

The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, sparking significant excitement within the gaming community. However, subsequent statements from the company's co-founder have introduced a new dimension to the conversation, focusing on the team's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a recent statement, the studio's founder explained that the developer is using AI technology for particular supporting purposes. These involve developing pitch decks, generating rough visual ideas, and writing temporary dialogue.

Importantly, Vincke stressed that the shipping material in the game will be authored entirely by real writers. "Our team is creating everything ourselves," he stated.

We are actively growing our pool of concept artists and are currently assembling narrative groups.

Since this area is being specifically called out — we right now have over twenty concept artists and have job openings for further talent.

Each initiative we do is supplementary and designed to letting our team spend additional energy on actual creation.

Every ML tool applied correctly is a boost to a creative team workflow, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The revelation of using AI initially provoked concern among a segment of the community. In response, Vincke issued additional clarification on online platforms.

"Our team utilizes AI tools to explore references, just like we use search engines and physical media," he wrote. "In the conceptual brainstorming phase we use it as a simple sketch for layout which we then substitute with original artwork."

He noted, "We've hired talent for their unique talent, not for their willingness to follow what a machine suggests."

Key Areas of AI Integration

Vincke had in the past broken down the team's practical approach to this technology, categorizing its use into primary pillars:

  • Automation of Tedious Tasks: Areas like refining animations, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype simple versions of scenarios to test concepts ahead of full development.
  • Long-Term Aspirations: Investigating how machine learning could eventually facilitate new forms of player agency, especially in simulating unforeseen permutations in a complex RPG.

He clearly noted that key artistic disciplines — including writing — are are absolutely not areas where the company is cutting artistic talent. On the contrary, Larian is expanding its staff in these exact fields.

"We are not launching a game with machine-made assets, and we are certainly not planning on trimming down staff to substitute them with artificial intelligence," Vincke summarized.

Mary Wade
Mary Wade

A seasoned casino gaming analyst with over a decade of experience in slot machine mechanics and player strategies.