The Divinity Developer Clarifies Its Use of Generative AI for Next Divinity

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, creating significant anticipation within the player base. However, recent comments from the company's co-founder have introduced clarity to the conversation, focusing on the studio's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a recent clarification, Swen Vincke outlined that the company is utilizing machine learning for particular preliminary functions. These encompass developing pitch decks, generating rough artistic references, and creating placeholder text.

Importantly, Vincke emphasized that the end assets in the game will be authored entirely by actual creatives. "We are developing everything in-house," he affirmed.

We are continuously growing our roster of writers and are busily putting together narrative groups.

Given that this area is being particularly referenced — we presently have 23 artistic staff and have roles to fill for more artists.

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

Any AI system implemented properly is additive to a developer's routine, not a replacement for their skill.

Responding to Feedback and Defining the Path

The revelation of employing this technology at first sparked unease among portions of the community. In reply, Vincke issued additional clarification on online platforms.

"Our team utilizes AI tools to research ideas, in the same way we use search engines and art books," he wrote. "In the initial brainstorming phase we use it as a rough outline for structure which we then replace with authentic artwork."

He continued, "We've hired creatives for their unique talent, not for their willingness to follow what a AI generates."

Three Pillars of Practical Application

Vincke had in the past broken down the studio's focused approach to AI and ML, defining its use into primary pillars:

  • Streamlining Repetitive Work: This encompasses polishing mocap data, dialogue cleanup, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using tools to rapidly prototype rough mock-ups of gameplay ideas to test concepts prior to expensive implementation.
  • Long-Term Aspirations: Investigating how AI could in the future facilitate new forms of reactivity, especially in managing player-driven narratives in a complex RPG.

He explicitly affirmed that central narrative areas — including writing — are not areas where the studio is replacing artistic input. On the contrary, Larian is recruiting more in these precise positions.

"Our studio is not releasing a game with AI-generated content, and we are certainly not considering cutting staff to swap them out with AI," Vincke stated definitively.

Ricky Fritz
Ricky Fritz

Elara is a seasoned sports analyst with a passion for data-driven betting strategies and helping others succeed in the world of parlays.

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