The Divinity Developer Details Its Application of Generative AI for Next Divinity

The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, generating immense hype within the gaming community. However, recent comments from the studio's figurehead have added nuance to the narrative, touching on the developer's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, Swen Vincke detailed that the developer is using machine learning for specific preliminary tasks. These involve developing PowerPoint slides, generating initial artistic references, and writing placeholder copy.

Crucially, Vincke made clear that the end material in the game will be authored solely by human creatives. "We are creating every line manually," he affirmed.

We are actively expanding our roster of writers and are actively putting together writing teams.

As concept art is being specifically called out — we right now have twenty-three concept artists and have job openings for further creatives.

All our efforts we do is supplementary and designed to enabling creatives to spend greater focus on actual creation.

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

Tempering Reactions with Clear Intent

The admission of AI usage at first generated backlash among a segment of the community. In response, Vincke issued additional elaboration on social media.

"We use these tools to gather inspiration, just like we use the internet and physical media," he explained. "In the very early ideation stages we use it as a rough outline for structure which we then swap out with authentic illustrations."

He added, "Our studio recruits creatives for their unique talent, not for their capacity to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had previously outlined the company's practical approach to this technology, defining its use into primary areas:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, audio processing, and pipeline-specific tasks like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to quickly build basic versions of mechanics to test concepts prior to complete development.
  • Future Potential for Gameplay: Exploring how AI could in the future enhance innovative gameplay, particularly in managing unforeseen permutations in a detailed game universe.

He clearly noted that key artistic disciplines — like writing — are are absolutely not areas where the company is cutting creative involvement. In fact, Larian is actively hiring in these precise roles.

"Larian is not releasing a game with machine-made assets, nor looking at cutting creatives to substitute them with artificial intelligence," Vincke summarized.

Katelyn Barnes
Katelyn Barnes

Elena is a literary historian and critic with a passion for uncovering hidden narratives in classic works.