The Divinity Developer Explains Its Implementation of AI Tools for Next Project

The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, generating a wave of anticipation within the industry. However, subsequent comments from the company's co-founder have introduced nuance to the discussion, addressing the team's approach toward AI tools.

A Tool for Ideation, Not Replacement

In a recent clarification, the studio's founder outlined that the developer is using machine learning for particular supporting tasks. These encompass fleshing out presentation materials, creating initial visual ideas, and creating temporary text.

Importantly, Vincke made clear that the end assets in the game will be authored entirely by actual creatives. "Larian is developing all the content ourselves," he stated.

We are continuously expanding our pool of writers and are actively putting together dedicated writer rooms.

As concept art is being specifically referenced — we currently have twenty-three visual developers and have roles to fill for more artists.

All our efforts we do is additive and focused on enabling creatives to spend additional energy on the creative process.

Every ML tool implemented properly is supplementary to a creative team routine, never a stand-in for their craft.

Responding to Feedback and Defining the Path

The revelation of AI usage initially generated backlash among a segment of the fanbase. In response, Vincke issued more clarification on social media.

"We use machine learning to gather inspiration, similar to we use Google and physical media," he stated. "In the initial planning process we use it as a rough outline for composition which we then swap out with hand-crafted artwork."

He noted, "Larian brings on artists for their creative vision, not for their ability to execute what a algorithm proposes."

Key Areas of AI Integration

Vincke had in the past broken down the studio's focused method to this technology, categorizing its use into three main areas:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, dialogue cleanup, and technical processes like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using tools to quickly build rough models of gameplay ideas to experiment with concepts prior to expensive implementation.
  • Long-Term Aspirations: Investigating how machine learning could eventually facilitate new forms of gameplay, particularly in managing dynamic reactions in a complex RPG.

He specifically affirmed that key artistic domains — such as music composition — are are absolutely not areas where the company is reducing creative talent. On the contrary, Larian is expanding its staff in these precise fields.

"We are neither launching a game with AI-generated content, nor planning on trimming down staff to swap them out with AI," Vincke summarized.

Tyler Weiss
Tyler Weiss

A seasoned journalist with over 15 years of experience covering European politics and international relations, based in Berlin.

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