The Divinity Developer Details Its Application of Generative AI for Upcoming Divinity Game

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, generating significant anticipation within the industry. However, follow-up statements from the company's lead designer have brought a new dimension to the narrative, touching on the studio's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a new message, Swen Vincke outlined that the developer is utilizing generative AI for certain preliminary purposes. These encompass fleshing out PowerPoint slides, producing rough concept art, and drafting draft dialogue.

Importantly, Vincke emphasized that the shipping material in the game will be authored solely by human writers. "Our team is writing every line in-house," he stated.

We are constantly growing our pool of storytellers and are busily assembling dedicated writer rooms.

As this area is being particularly mentioned — we presently have 23 visual developers and have job openings for further artists.

Everything we do is additive and aimed at enabling creatives to spend greater focus on actual creation.

Any ML tool implemented properly is additive to a artist's process, not a replacement for their talent.

Responding to Feedback and Defining the Path

The revelation of employing this technology originally provoked unease among a segment of the fanbase. In reaction, Vincke offered more detail on online platforms.

"We use AI tools to gather inspiration, in the same way we use the internet and physical media," he explained. "During the very early ideation stages we use it as a basic framework for composition which we then swap out with authentic artwork."

He noted, "Our studio recruits creatives for their creative vision, not for their willingness to follow what a machine suggests."

Focused Uses for Machine Learning

Vincke had previously outlined the team's practical method to this technology, grouping its use into three main areas:

  • Handling Monotonous Jobs: Areas like motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using systems to quickly build basic mock-ups of gameplay ideas to validate concepts ahead of complete development.
  • Future Potential for Gameplay: Investigating how machine learning could eventually enhance innovative player agency, specifically in creating unforeseen permutations in a detailed game universe.

He specifically noted that central narrative areas — like writing — are are in no way fields where the team is cutting artistic input. In fact, Larian is expanding its staff in these precise roles.

"Our studio is not releasing a game with AI-generated content, nor looking at reducing creatives to swap them out with AI," Vincke concluded.

David Golden
David Golden

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