The Divinity Developer Clarifies Its Application of Machine Learning for Next Divinity

The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking a wave of hype within the industry. However, recent comments from the company's lead designer have brought nuance to the conversation, touching on the team's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a recent statement, the studio's founder explained that the developer is utilizing machine learning for particular supporting purposes. These involve fleshing out presentation materials, producing rough concept art, and writing temporary text.

Notably, Vincke emphasized that the shipping content in the game will be created exclusively by actual creatives. "Larian is writing every line in-house," he said.

We are constantly increasing our team of storytellers and are currently putting together writing teams.

Given that this area is being particularly referenced — we presently have 23 visual developers and have positions available for further creatives.

Each initiative we do is incremental and designed to enabling creatives to spend additional energy on making content.

Every AI system implemented properly is additive to a developer's process, never a stand-in for their talent.

Responding to Feedback and Defining the Path

The news of employing this technology at first sparked concern among portions of the player base. In reply, Vincke provided further detail on social media.

"We use machine learning to research ideas, similar to we use the internet and art books," he explained. "In the initial planning process we use it as a rough outline for composition which we then substitute with original illustrations."

He continued, "We've hired creatives for their creative vision, not for their willingness to execute what a algorithm proposes."

Key Areas of AI Integration

Vincke had earlier broken down the team's practical approach to this technology, grouping its use into three main areas:

  • Streamlining Repetitive Work: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create rough versions of scenarios to experiment with concepts prior to complete implementation.
  • Long-Term Aspirations: Exploring how machine learning could eventually enhance emergent player agency, particularly in managing player-driven narratives in a detailed game universe.

He clearly affirmed that core creative domains — like music composition — are not departments where the team is replacing creative talent. On the contrary, Larian is expanding its staff in these precise positions.

"We are not releasing a game with AI-generated content, and we are certainly not planning on reducing creatives to replace them with artificial intelligence," Vincke concluded.

Julian Robinson
Julian Robinson

Elara Vance is a bridge champion and event organizer with over 15 years of experience in hosting exclusive bridge tournaments across Europe.