The Divinity Developer Details Its Use of Machine Learning for Next Divinity Game

The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, creating significant hype within the player base. However, recent comments from the studio's figurehead have introduced clarity to the narrative, touching on the developer's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a new message, Swen Vincke outlined that the company is utilizing generative AI for certain supporting tasks. These include enhancing PowerPoint slides, producing initial artistic references, and drafting temporary text.

Notably, Vincke made clear that the end material in the game will be authored solely by human artists. "Larian is creating all the content ourselves," he said.

We are constantly expanding our pool of writers and are busily forming narrative groups.

Given that visual development is being particularly mentioned — we presently have 23 artistic staff and have job openings for more artists.

Each initiative we do is additive and focused on letting our team spend more time on actual creation.

Every machine learning application applied correctly is supplementary to a creative team process, not a substitute for their skill.

Responding to Feedback and Defining the Path

The admission of employing this technology originally sparked backlash among some the fanbase. In response, Vincke issued additional elaboration on online platforms.

"Our team utilizes these tools to explore references, similar to we use the internet and physical media," he wrote. "In the conceptual brainstorming phase we use it as a simple sketch for layout which we then substitute with original illustrations."

He noted, "Our studio recruits artists for their inherent skill, not for their ability to replicate what a machine suggests."

Three Pillars of Practical Application

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

  • Automation of Tedious Tasks: This encompasses refining animations, audio processing, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to quickly build simple mock-ups of mechanics to experiment with concepts prior to expensive production.
  • Long-Term Aspirations: Investigating how machine learning could in the future enhance emergent player agency, especially in managing unforeseen permutations in a complex RPG.

He clearly noted that central narrative areas — including music composition — are are in no way areas where the team is cutting creative involvement. On the contrary, Larian is expanding its staff in these precise roles.

"Our studio is neither launching a game with any AI components, and we are certainly not looking at reducing staff to substitute them with artificial intelligence," Vincke concluded.

Terry Webb
Terry Webb

A passionate writer and lifestyle coach dedicated to empowering others through insightful content and practical strategies.

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