The Divinity Developer Explains Its Application of Generative AI for Next Divinity Game
The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking a wave of anticipation within the industry. However, recent remarks from the company's lead designer have introduced a new dimension to the discussion, focusing on the studio's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a new statement, Larian's director detailed that the developer is using AI technology for specific ancillary purposes. These encompass fleshing out presentation materials, generating rough artistic references, and writing placeholder dialogue.
Importantly, Vincke made clear that the final material in the game will be crafted solely by actual artists. "Larian is writing all the content manually," he affirmed.
We are continuously expanding our roster of writers and are busily forming writing teams.
Given that visual development is being explicitly called out — we currently have over twenty visual developers and have job openings for further artists.
All our efforts we do is incremental and designed to having people spend greater focus on making content.
Every ML tool applied correctly is a boost to a creative team process, not a substitute for their talent.
Tempering Reactions with Clear Intent
The admission of AI usage at first provoked concern among some the community. In reply, Vincke provided more clarification on online platforms.
"At Larian, we employ machine learning to explore references, similar to we use search engines and art books," he explained. "During the very early brainstorming phase we use it as a rough outline for layout which we then substitute with authentic artwork."
He noted, "Our studio recruits creatives for their inherent skill, not for their ability to follow what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past detailed the company's targeted strategy to machine learning, grouping its use into primary pillars:
- Streamlining Repetitive Work: Areas like refining animations, voice editing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough models of gameplay ideas to experiment with concepts prior to complete development.
- Long-Term Aspirations: Investigating how AI could in the future create innovative player agency, specifically in creating unforeseen permutations in a complex RPG.
He specifically noted that key artistic areas — like writing — are are absolutely not departments where the studio is reducing creative talent. In fact, Larian is actively hiring in these precise fields.
"Our studio is neither shipping a game with any AI components, nor looking at cutting staff to swap them out with AI," Vincke stated definitively.