The Divinity Developer Explains Its Implementation of Generative AI for Next Divinity Game

The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, generating immense hype within the player base. However, recent remarks from the studio's figurehead have brought a new dimension to the narrative, addressing the team's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a new clarification, Larian's director detailed that the developer is using generative AI for specific supporting tasks. These involve developing presentation materials, generating initial concept art, and creating placeholder dialogue.

Importantly, Vincke emphasized that the shipping assets in the game will be created exclusively by actual artists. "Larian is writing all the content in-house," he stated.

We are actively expanding our team of writers and are actively assembling dedicated writer rooms.

Given that this area is being explicitly called out — we right now have 23 artistic staff and have roles to fill for additional talent.

Each initiative we do is additive and designed to enabling creatives to spend greater focus on making content.

Every ML tool used well is supplementary to a artist's workflow, never a stand-in for their skill.

Tempering Reactions with Clear Intent

The news of using AI at first provoked concern among some the fanbase. In reply, Vincke provided additional clarification on public forums.

"Our team utilizes machine learning to gather inspiration, similar to we use Google and art books," he stated. "In the conceptual planning process we use it as a simple sketch for composition which we then replace with original illustrations."

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

Key Areas of AI Integration

Vincke had previously outlined the company's targeted method to AI and ML, defining its use into primary areas:

  • Automation of Tedious Tasks: This includes refining animations, audio processing, and technical processes like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build rough models of scenarios to test concepts before full implementation.
  • Future Potential for Gameplay: Investigating how AI could one day facilitate new forms of player agency, especially in simulating unforeseen permutations in a complex RPG.

He specifically noted that key artistic domains — such as visual art — are not departments where the studio is reducing human involvement. On the contrary, Larian is expanding its staff in these exact positions.

"Larian is not launching a game with machine-made assets, and we are certainly not looking at cutting teams to replace them with AI," Vincke concluded.

Vickie Lawrence
Vickie Lawrence

AI researcher and software engineer with a passion for demystifying complex technologies through accessible writing.