The Divinity Developer Clarifies Its Use of AI Tools for Upcoming Divinity

The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, generating immense anticipation within the gaming community. However, follow-up comments from the company's figurehead have brought clarity to the discussion, focusing on the developer's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a new message, Swen Vincke explained that the company is utilizing AI technology for particular ancillary tasks. These involve developing pitch decks, generating initial visual ideas, and writing draft copy.

Crucially, Vincke stressed that the shipping material in the game will be authored exclusively by real artists. "We are writing everything ourselves," he said.

Our studio is constantly expanding our roster of storytellers and are actively putting together writing teams.

Given that visual development is being specifically called out — we currently have 23 artistic staff and have roles to fill for further talent.

Each initiative we do is supplementary and designed to having people spend more time on making content.

Every AI system applied correctly is additive to a artist's routine, not a replacement for their skill.

Responding to Feedback and Defining the Path

The news of using AI at first sparked backlash among a segment of the fanbase. In reaction, Vincke issued further clarification on online platforms.

"We use AI tools to gather inspiration, similar to we use Google and physical media," he stated. "In the initial brainstorming phase we use it as a rough outline for layout which we then replace with authentic concept art."

He noted, "We've hired talent for their unique talent, not for their ability to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past detailed the company's focused approach to machine learning, grouping its use into key functions:

  • Handling Monotonous Jobs: This encompasses polishing mocap data, audio processing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to quickly build rough models of mechanics to experiment with concepts ahead of expensive development.
  • Long-Term Aspirations: Exploring how AI could in the future enhance innovative gameplay, especially in managing dynamic reactions in a vast role-playing world.

He clearly affirmed that central narrative disciplines — like visual art — are not areas where the team is reducing human input. In fact, Larian is expanding its staff in these exact roles.

"Our studio is not shipping a game with AI-generated content, and we are certainly not looking at trimming down teams to swap them out with artificial intelligence," Vincke concluded.

Candice Phillips
Candice Phillips

Elara is a seasoned gaming analyst with over a decade of experience, specializing in strategy development and trend forecasting.