The Divinity Developer Details Its Implementation of Machine Learning for New Divinity Game

The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, generating a wave of anticipation within the gaming community. However, recent remarks from the company's figurehead have added nuance to the conversation, addressing the team's approach toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a new statement, the studio's founder explained that the developer is employing generative AI for certain ancillary purposes. These include developing pitch decks, producing early-stage visual ideas, and creating placeholder copy.

Importantly, Vincke emphasized that the final content in the game will be created exclusively by real artists. "We are creating every line manually," he said.

Larian is continuously increasing our roster of writers and are busily putting together dedicated writer rooms.

Given that this area is being particularly referenced — we right now have twenty-three visual developers and have roles to fill for further artists.

Each initiative we do is supplementary and aimed at enabling creatives to spend greater focus on actual creation.

Any ML tool applied correctly is additive to a artist's routine, not a replacement for their craft.

Tempering Reactions with Clear Intent

The admission of using AI at first generated concern among portions of the community. In reply, Vincke issued additional detail on public forums.

"Our team utilizes AI tools to research ideas, similar to we use Google and reference books," he explained. "During the conceptual planning process we use it as a basic framework for layout which we then swap out with hand-crafted illustrations."

He added, "We've hired artists for their unique talent, not for their willingness to execute what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had in the past outlined the team's focused strategy to this technology, categorizing its use into primary areas:

  • Automation of Tedious Tasks: This encompasses polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple versions of scenarios to experiment with concepts before full implementation.
  • Future Potential for Gameplay: Researching how AI could eventually facilitate emergent gameplay, specifically in managing player-driven narratives in a complex RPG.

He clearly stated that core creative areas — such as writing — are not departments where the company is replacing creative involvement. On the contrary, Larian is recruiting more in these very positions.

"We are not launching a game with AI-generated content, nor looking at trimming down creatives to substitute them with AI," Vincke concluded.

Marvin Gonzalez
Marvin Gonzalez

A passionate gamer and tech enthusiast with over a decade of experience in reviewing games and analyzing industry trends.

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