The Divinity Developer Clarifies Its Implementation of AI Tools for Next Divinity

The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, creating immense anticipation within the player base. However, recent statements from the studio's co-founder have brought clarity to the conversation, focusing on the team's stance toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a new clarification, Swen Vincke detailed that the company is utilizing AI technology for specific preliminary purposes. These include fleshing out pitch decks, generating initial concept art, and creating draft copy.

Importantly, Vincke made clear that the final content in the game will be crafted entirely by actual writers. "Larian is developing all the content ourselves," he said.

Our studio is constantly growing our pool of storytellers and are currently assembling narrative groups.

As this area is being specifically referenced — we presently have over twenty visual developers and have positions available for additional talent.

Each initiative we do is supplementary and focused on letting our team spend more time on the creative process.

Every machine learning application implemented properly is a boost to a artist's process, not a substitute for their craft.

Addressing Concerns and Clarifying the Vision

The revelation of using AI originally provoked unease among portions of the community. In reply, Vincke provided additional detail on public forums.

"At Larian, we employ these tools to gather inspiration, just like we use search engines and physical media," he explained. "During the initial brainstorming phase we use it as a basic framework for layout which we then replace with hand-crafted concept art."

He continued, "We've hired creatives for their creative vision, not for their capacity to replicate what a AI generates."

Key Areas of AI Integration

Vincke had previously outlined the team's practical approach to AI and ML, grouping its use into primary functions:

  • Automation of Tedious Tasks: This encompasses motion capture cleaning, voice editing, and technical processes like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using tools to quickly build basic mock-ups of gameplay ideas to validate concepts before expensive production.
  • Experimental Frontiers: Exploring how machine learning could eventually create new forms of reactivity, especially in simulating player-driven narratives in a detailed game universe.

He specifically affirmed that key artistic disciplines — like music composition — are are in no way areas where the company is reducing artistic input. In fact, Larian is recruiting more in these very positions.

"Our studio is neither releasing a game with machine-made assets, nor planning on cutting creatives to replace them with artificial intelligence," Vincke stated definitively.

Jared Holland
Jared Holland

Elara Vance is a seasoned gaming analyst with a passion for uncovering the best online casino experiences and sharing actionable advice.

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