The Divinity Developer Details Its Use of AI Tools for Upcoming Divinity Game
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking a wave of hype within the industry. However, follow-up remarks from the studio's figurehead have introduced a new dimension to the narrative, touching on the studio's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a latest statement, Larian's director outlined that the team is using generative AI for specific ancillary tasks. These involve fleshing out pitch decks, generating early-stage artistic references, and creating draft copy.
Crucially, Vincke emphasized that the shipping material in the game will be authored exclusively by real creatives. "We are creating all the content in-house," he stated.
Larian is continuously growing our roster of concept artists and are actively putting together writing teams.
As this area is being particularly referenced — we right now have twenty-three concept artists and have positions available for additional talent.
Each initiative we do is incremental and designed to having people spend greater focus on the creative process.
Every AI system implemented properly is supplementary to a creative team workflow, not a substitute for their craft.
Responding to Feedback and Defining the Path
The news of using AI initially sparked concern among a segment of the community. In response, Vincke issued additional detail on social media.
"At Larian, we employ these tools to research ideas, in the same way we use the internet and physical media," he wrote. "During the very early brainstorming phase we use it as a basic framework for composition which we then substitute with authentic concept art."
He continued, "Our studio recruits talent for their unique talent, not for their ability to replicate what a algorithm proposes."
Three Pillars of Practical Application
Vincke had earlier broken down the team's focused approach to machine learning, grouping its use into primary areas:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, dialogue cleanup, and technical processes like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build simple versions of mechanics to experiment with concepts before expensive production.
- Future Potential for Gameplay: Investigating how machine learning could eventually create new forms of gameplay, particularly in creating dynamic reactions in a complex RPG.
He explicitly noted that central narrative domains — like music composition — are not departments where the team is replacing creative input. In fact, Larian is actively hiring in these very roles.
"We are not launching a game with machine-made assets, and we are certainly not considering trimming down creatives to substitute them with AI," Vincke stated definitively.