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

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, creating significant excitement within the industry. However, follow-up comments from the studio's figurehead have brought a new dimension to the discussion, focusing on the team's stance toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, Swen Vincke outlined that the company is utilizing generative AI for certain preliminary tasks. These involve fleshing out pitch decks, producing rough artistic references, and drafting placeholder copy.

Notably, Vincke stressed that the final assets in the game will be created entirely by real creatives. "We are writing everything ourselves," he said.

We are continuously increasing our team of concept artists and are currently forming narrative groups.

Since visual development is being specifically called out — we currently have 23 visual developers and have job openings for more artists.

Each initiative we do is supplementary and designed to enabling creatives to spend more time on making content.

Any machine learning application applied correctly is additive to a creative team routine, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The admission of employing this technology originally sparked concern among portions of the player base. In reaction, Vincke issued further elaboration on social media.

"Our team utilizes AI tools to gather inspiration, similar to we use Google and physical media," he wrote. "During the conceptual planning process we use it as a simple sketch for structure which we then replace with authentic illustrations."

He continued, "We've hired talent for their creative vision, not for their willingness to replicate what a machine suggests."

Focused Uses for Machine Learning

Vincke had previously broken down the team's practical strategy to this technology, categorizing its use into three main pillars:

  • Automation of Tedious Tasks: This includes polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
  • Accelerated Iteration: Using tools to quickly build simple mock-ups of mechanics to experiment with concepts prior to expensive development.
  • Experimental Frontiers: Researching how AI could one day create new forms of reactivity, specifically in creating unforeseen permutations in a detailed game universe.

He clearly noted that central narrative disciplines — like visual art — are not areas where the company is cutting human involvement. In fact, Larian is actively hiring in these very positions.

"Our studio is not shipping a game with AI-generated content, nor considering trimming down teams to substitute them with artificial intelligence," Vincke stated definitively.

Jessica Collins
Jessica Collins

A seasoned mountaineer and outdoor writer with over a decade of experience exploring remote trails and sharing practical advice for adventurers.