The Divinity Developer Explains Its Application of Machine Learning for Upcoming Divinity Game

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, generating a wave of anticipation within the gaming community. However, subsequent remarks from the company's lead designer have added nuance to the narrative, focusing on the team's approach toward AI tools.

A Tool for Ideation, Not Replacement

In a latest clarification, Swen Vincke outlined that the developer is utilizing machine learning for certain supporting functions. These involve enhancing presentation materials, generating rough visual ideas, and writing placeholder text.

Notably, Vincke emphasized that the shipping content in the game will be created solely by real creatives. "We are writing everything ourselves," he affirmed.

We are actively growing our team of storytellers and are currently assembling writing teams.

Given that visual development is being explicitly called out — we currently have 23 visual developers and have job openings for more talent.

Each initiative we do is additive and aimed at having people spend more time on the creative process.

Every AI system applied correctly is a boost to a creative team workflow, not a substitute for their talent.

Responding to Feedback and Defining the Path

The admission of AI usage originally provoked backlash among a segment of the community. In reaction, Vincke issued more clarification on public forums.

"Our team utilizes these tools to explore references, similar to we use search engines and physical media," he explained. "During the initial ideation stages we use it as a simple sketch for structure which we then swap out with original artwork."

He continued, "Our studio recruits talent for their creative vision, not for their ability to replicate what a AI generates."

Key Areas of AI Integration

Vincke had earlier outlined the studio's focused method to this technology, defining its use into primary pillars:

  • Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough mock-ups of scenarios to experiment with concepts before expensive development.
  • Future Potential for Gameplay: Exploring how machine learning could one day facilitate new forms of reactivity, especially in creating player-driven narratives in a complex RPG.

He clearly noted that central narrative areas — such as visual art — are are absolutely not fields where the company is cutting artistic input. In fact, Larian is expanding its staff in these precise positions.

"Larian is neither shipping a game with machine-made assets, and we are certainly not considering cutting teams to substitute them with artificial intelligence," Vincke summarized.

Kelly Sanford
Kelly Sanford

A seasoned gaming analyst with over a decade of experience in casino strategy and slot machine reviews.