The Divinity Developer Clarifies Its Implementation of Machine Learning for Upcoming Divinity

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, sparking a wave of hype within the industry. However, follow-up statements from the company's lead designer have brought clarity to the discussion, touching on the developer's stance toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent clarification, Swen Vincke detailed that the developer is utilizing machine learning for certain preliminary tasks. These involve fleshing out pitch decks, creating rough artistic references, and drafting placeholder copy.

Notably, Vincke emphasized that the shipping material in the game will be authored exclusively by real artists. "We are developing all the content manually," he affirmed.

We are constantly expanding our team of storytellers and are actively assembling writing teams.

As this area is being particularly called out — we right now have twenty-three artistic staff and have roles to fill for further talent.

Each initiative we do is additive and focused on letting our team spend additional energy on the creative process.

Any machine learning application implemented properly is supplementary to a artist's routine, not a replacement for their craft.

Addressing Concerns and Clarifying the Vision

The news of employing this technology at first generated concern among portions of the fanbase. In response, Vincke provided more clarification on social media.

"We use AI tools to gather inspiration, in the same way we use the internet and art books," he stated. "In the conceptual planning process we use it as a simple sketch for layout which we then swap out with authentic illustrations."

He added, "Larian brings on talent for their creative vision, not for their capacity to follow what a algorithm proposes."

Key Areas of AI Integration

Vincke had in the past outlined the team's focused strategy to AI and ML, grouping its use into three main areas:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and technical processes like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using tools to quickly build rough mock-ups of scenarios to test concepts prior to complete production.
  • Future Potential for Gameplay: Investigating how AI could one day create innovative player agency, specifically in creating player-driven narratives in a complex RPG.

He explicitly affirmed that core creative domains — like writing — are not areas where the team is cutting creative talent. On the contrary, Larian is expanding its staff in these exact positions.

"We are neither launching a game with any AI components, nor considering cutting teams to substitute them with artificial intelligence," Vincke concluded.

Tammy Mcconnell
Tammy Mcconnell

Financial analyst specializing in precious metals and global markets, with over a decade of experience.