🔗 Share this article The Divinity Developer Clarifies Its Application of AI Tools for Upcoming Divinity The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating significant excitement within the industry. However, recent statements from the studio's figurehead have introduced nuance to the discussion, touching on the studio's approach toward machine learning. Augmenting Workflows, Not Cutting Jobs In a new clarification, Larian's director outlined that the company is utilizing generative AI for particular ancillary purposes. These encompass enhancing PowerPoint slides, generating early-stage artistic references, and creating placeholder text. Importantly, Vincke emphasized that the final content in the game will be authored entirely by actual artists. "Larian is creating all the content in-house," he affirmed. Our studio is constantly growing our team of storytellers and are currently putting together dedicated writer rooms. As visual development is being specifically mentioned — we currently have twenty-three concept artists and have job openings for more creatives. Everything we do is incremental and focused on letting our team spend additional energy on making content. Every ML tool applied correctly is a boost to a creative team routine, not a substitute for their skill. Responding to Feedback and Defining the Path The admission of AI usage at first generated backlash among portions of the fanbase. In reaction, Vincke offered additional detail on public forums. "We use AI tools to gather inspiration, in the same way we use Google and reference books," he stated. "During the conceptual brainstorming phase we use it as a simple sketch for composition which we then swap out with hand-crafted artwork." He noted, "We've hired creatives for their unique talent, not for their ability to execute what a machine suggests." Three Pillars of Practical Application Vincke had previously detailed the team's targeted approach to AI and ML, grouping its use into primary areas: Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic mock-ups of gameplay ideas to test concepts before complete production. Experimental Frontiers: Investigating how machine learning could one day create new forms of reactivity, particularly in simulating player-driven narratives in a complex RPG. He explicitly noted that key artistic domains — like writing — are are absolutely not departments where the studio is reducing creative involvement. Conversely, Larian is actively hiring in these precise fields. "We are not releasing a game with machine-made assets, and we are certainly not planning on cutting creatives to swap them out with AI," Vincke stated definitively.
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating significant excitement within the industry. However, recent statements from the studio's figurehead have introduced nuance to the discussion, touching on the studio's approach toward machine learning. Augmenting Workflows, Not Cutting Jobs In a new clarification, Larian's director outlined that the company is utilizing generative AI for particular ancillary purposes. These encompass enhancing PowerPoint slides, generating early-stage artistic references, and creating placeholder text. Importantly, Vincke emphasized that the final content in the game will be authored entirely by actual artists. "Larian is creating all the content in-house," he affirmed. Our studio is constantly growing our team of storytellers and are currently putting together dedicated writer rooms. As visual development is being specifically mentioned — we currently have twenty-three concept artists and have job openings for more creatives. Everything we do is incremental and focused on letting our team spend additional energy on making content. Every ML tool applied correctly is a boost to a creative team routine, not a substitute for their skill. Responding to Feedback and Defining the Path The admission of AI usage at first generated backlash among portions of the fanbase. In reaction, Vincke offered additional detail on public forums. "We use AI tools to gather inspiration, in the same way we use Google and reference books," he stated. "During the conceptual brainstorming phase we use it as a simple sketch for composition which we then swap out with hand-crafted artwork." He noted, "We've hired creatives for their unique talent, not for their ability to execute what a machine suggests." Three Pillars of Practical Application Vincke had previously detailed the team's targeted approach to AI and ML, grouping its use into primary areas: Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models. Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic mock-ups of gameplay ideas to test concepts before complete production. Experimental Frontiers: Investigating how machine learning could one day create new forms of reactivity, particularly in simulating player-driven narratives in a complex RPG. He explicitly noted that key artistic domains — like writing — are are absolutely not departments where the studio is reducing creative involvement. Conversely, Larian is actively hiring in these precise fields. "We are not releasing a game with machine-made assets, and we are certainly not planning on cutting creatives to swap them out with AI," Vincke stated definitively.