The Divinity Developer Explains Its Implementation of Machine Learning for New Divinity

The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, sparking significant excitement within the industry. However, follow-up comments from the studio's lead designer have introduced clarity to the discussion, addressing the developer's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, Larian's director explained that the developer is using AI technology for certain ancillary tasks. These encompass fleshing out PowerPoint slides, creating initial concept art, and drafting draft text.

Notably, Vincke emphasized that the end material in the game will be authored exclusively by human artists. "We are developing every line in-house," he said.

Larian is continuously expanding our team of storytellers and are actively assembling dedicated writer rooms.

Given that visual development is being specifically referenced — we currently have 23 artistic staff and have roles to fill for further artists.

Each initiative we do is incremental and aimed at having people spend greater focus on actual creation.

Every ML tool used well is additive to a artist's workflow, not a substitute for their skill.

Responding to Feedback and Defining the Path

The news of employing this technology initially sparked concern among portions of the community. In response, Vincke provided further detail on public forums.

"At Larian, we employ AI tools to research ideas, just like we use the internet and physical media," he explained. "During the very early brainstorming phase we use it as a rough outline for structure which we then substitute with hand-crafted illustrations."

He noted, "Larian brings on talent for their inherent skill, not for their capacity to follow what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had previously broken down the company's practical strategy to AI and ML, grouping its use into key functions:

  • Handling Monotonous Jobs: Areas like refining animations, audio processing, and Larian-specific work like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype basic mock-ups of scenarios to experiment with concepts before full production.
  • Long-Term Aspirations: Exploring how AI could one day facilitate innovative reactivity, especially in managing dynamic reactions in a detailed game universe.

He clearly affirmed that central narrative disciplines — including visual art — are are absolutely not departments where the company is cutting human talent. Conversely, Larian is expanding its staff in these very fields.

"We are not launching a game with any AI components, nor planning on trimming down staff to substitute them with AI," Vincke stated definitively.

Jack Reynolds PhD
Jack Reynolds PhD

Award-winning photographer specializing in natural light and urban landscapes, with over a decade of experience in visual storytelling.