The Divinity Developer Details Its Implementation of AI Tools for Next Divinity
The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, generating immense anticipation within the player base. However, follow-up statements from the company's co-founder have added a new dimension to the discussion, focusing on the studio's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent message, Swen Vincke detailed that the developer is using generative AI for certain preliminary functions. These involve enhancing presentation materials, producing rough artistic references, and drafting draft text.
Crucially, Vincke stressed that the end assets in the game will be crafted solely by human artists. "Larian is developing all the content manually," he stated.
Our studio is constantly increasing our roster of storytellers and are actively forming dedicated writer rooms.
As this area is being specifically mentioned — we presently have 23 visual developers and have job openings for further artists.
All our efforts we do is supplementary and designed to enabling creatives to spend greater focus on actual creation.
Any ML tool implemented properly is supplementary to a creative team workflow, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The news of AI usage at first sparked unease among some the fanbase. In reaction, Vincke offered further clarification on public forums.
"We use machine learning to explore references, just like we use the internet and reference books," he wrote. "During the conceptual planning process we use it as a basic framework for structure which we then swap out with authentic concept art."
He added, "Our studio recruits talent for their inherent skill, not for their willingness to execute what a AI generates."
Focused Uses for Machine Learning
Vincke had previously broken down the company's practical approach to machine learning, grouping its use into primary functions:
- Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple versions of gameplay ideas to test concepts prior to full production.
- Experimental Frontiers: Investigating how AI could eventually enhance emergent player agency, especially in simulating unforeseen permutations in a detailed game universe.
He specifically affirmed that key artistic areas — such as visual art — are are absolutely not departments where the team is replacing artistic involvement. In fact, Larian is expanding its staff in these exact roles.
"We are neither shipping a game with machine-made assets, nor considering trimming down staff to replace them with artificial intelligence," Vincke summarized.