The Divinity Developer Explains Its Implementation of AI Tools for Upcoming Project

The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating immense anticipation within the gaming community. However, follow-up remarks from the studio's co-founder have brought a new dimension to the narrative, focusing on the team's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent clarification, the studio's founder explained that the team is using machine learning for particular ancillary functions. These include developing pitch decks, creating rough artistic references, and creating temporary text.

Importantly, Vincke made clear that the shipping material in the game will be created exclusively by human artists. "We are developing everything in-house," he affirmed.

We are continuously increasing our pool of writers and are actively forming dedicated writer rooms.

Since visual development is being specifically mentioned — we currently have twenty-three visual developers and have positions available for more artists.

Everything we do is additive and focused on having people spend additional energy on making content.

Any ML tool applied correctly is additive to a artist's workflow, not a replacement for their talent.

Tempering Reactions with Clear Intent

The news of AI usage originally provoked backlash among some the fanbase. In reply, Vincke provided further clarification on online platforms.

"Our team utilizes AI tools to research ideas, just like we use the internet and art books," he explained. "During the very early brainstorming phase we use it as a simple sketch for layout which we then swap out with original illustrations."

He continued, "We've hired artists for their unique talent, not for their willingness to execute what a algorithm proposes."

Key Areas of AI Integration

Vincke had in the past broken down the team's practical strategy to machine learning, grouping its use into three main areas:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and pipeline-specific tasks like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to quickly build basic mock-ups of mechanics to test concepts prior to complete production.
  • Future Potential for Gameplay: Exploring how AI could in the future facilitate new forms of reactivity, specifically in managing dynamic reactions in a detailed game universe.

He specifically noted that key artistic disciplines — including writing — are not areas where the team is reducing human input. In fact, Larian is actively hiring in these exact fields.

"We are not releasing a game with machine-made assets, and we are certainly not considering trimming down teams to replace them with AI," Vincke concluded.

Michael Gonzalez
Michael Gonzalez

A tech journalist and AI researcher with over a decade of experience covering emerging technologies and their impact on society.