The Divinity Developer Explains Its Implementation of Machine Learning for Upcoming Project

The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, sparking significant anticipation within the player base. However, subsequent statements from the studio's lead designer have introduced a new dimension to the narrative, touching on the team's philosophy toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a new clarification, Larian's director explained that the developer is employing machine learning for particular supporting purposes. These include developing presentation materials, producing early-stage visual ideas, and creating placeholder dialogue.

Importantly, Vincke emphasized that the shipping content in the game will be authored exclusively by human writers. "Larian is developing everything in-house," he said.

Our studio is actively expanding our pool of concept artists and are currently putting together writing teams.

As this area is being explicitly called out — we presently have twenty-three visual developers and have positions available for further artists.

Each initiative we do is incremental and aimed at letting our team spend more time on actual creation.

Every AI system implemented properly is supplementary to a creative team routine, not a substitute for their skill.

Responding to Feedback and Defining the Path

The revelation of AI usage originally provoked unease among portions of the community. In reply, Vincke offered further elaboration on social media.

"We use AI tools to research ideas, in the same way we use the internet and art books," he stated. "In the very early planning process we use it as a simple sketch for structure which we then replace with original artwork."

He added, "Larian brings on creatives for their creative vision, not for their willingness to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past outlined the company's practical approach to machine learning, categorizing its use into three main pillars:

  • Handling Monotonous Jobs: This includes refining animations, audio processing, and technical processes like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype simple versions of gameplay ideas to validate concepts ahead of full production.
  • Long-Term Aspirations: Investigating how AI could in the future facilitate innovative gameplay, specifically in simulating dynamic reactions in a complex RPG.

He explicitly affirmed that key artistic domains — such as writing — are not fields where the team is reducing artistic talent. In fact, Larian is expanding its staff in these exact positions.

"Our studio is not releasing a game with machine-made assets, and we are certainly not considering reducing creatives to replace them with AI," Vincke stated definitively.

Brittany Hays
Brittany Hays

A seasoned gaming analyst with over a decade of experience in online casinos and slot machine strategies.