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

The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, generating immense anticipation within the industry. However, recent remarks from the company's lead designer have brought clarity to the discussion, touching on the team's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a latest statement, Larian's director outlined that the developer is using machine learning for specific preliminary functions. These involve enhancing presentation materials, creating early-stage artistic references, and writing temporary copy.

Importantly, Vincke made clear that the end assets in the game will be crafted entirely by actual writers. "Larian is writing all the content ourselves," he stated.

Larian is actively increasing our pool of storytellers and are actively forming narrative groups.

As this area is being explicitly referenced — we presently have twenty-three visual developers and have roles to fill for additional creatives.

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

Any machine learning application applied correctly is supplementary to a developer's workflow, not a substitute for their skill.

Responding to Feedback and Defining the Path

The revelation of AI usage at first sparked unease among a segment of the player base. In response, Vincke offered further detail on social media.

"At Larian, we employ these tools to research ideas, similar to we use the internet and physical media," he explained. "In the conceptual ideation stages we use it as a basic framework for layout which we then substitute with authentic artwork."

He continued, "Larian brings on artists for their unique talent, not for their willingness to replicate what a AI generates."

Three Pillars of Practical Application

Vincke had earlier detailed the team's targeted strategy to AI and ML, grouping its use into primary pillars:

  • Handling Monotonous Jobs: Areas like polishing mocap data, audio processing, and Larian-specific work like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype simple versions of mechanics to validate concepts before expensive implementation.
  • Experimental Frontiers: Exploring how machine learning could in the future enhance emergent gameplay, specifically in managing player-driven narratives in a vast role-playing world.

He clearly affirmed that core creative areas — including writing — are not areas where the studio is replacing creative involvement. In fact, Larian is actively hiring in these precise positions.

"Our studio is neither releasing a game with any AI components, and we are certainly not looking at trimming down creatives to swap them out with AI," Vincke summarized.

Angela Munoz
Angela Munoz

A passionate gamer and tech writer with over a decade of experience covering esports and game development trends.