The Divinity Developer Details Its Use of AI Tools for Upcoming Divinity Game
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, generating a wave of anticipation within the gaming community. However, recent comments from the company's lead designer have brought clarity to the narrative, touching on the studio's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a new statement, the studio's founder detailed that the company is employing machine learning for particular preliminary functions. These involve fleshing out pitch decks, generating initial artistic references, and creating placeholder dialogue.
Crucially, Vincke stressed that the end assets in the game will be created exclusively by real writers. "Our team is developing all the content ourselves," he affirmed.
Our studio is actively growing our pool of writers and are actively forming writing teams.
As visual development is being explicitly mentioned — we presently have twenty-three visual developers and have roles to fill for additional artists.
Each initiative we do is supplementary and aimed at enabling creatives to spend additional energy on making content.
Every ML tool applied correctly is supplementary to a artist's process, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The admission of AI usage originally sparked backlash among portions of the fanbase. In reaction, Vincke offered additional elaboration on public forums.
"At Larian, we employ these tools to research ideas, just like we use the internet and reference books," he stated. "In the very early brainstorming phase we use it as a rough outline for layout which we then swap out with authentic illustrations."
He continued, "We've hired talent for their creative vision, not for their capacity to execute what a AI generates."
Key Areas of AI Integration
Vincke had in the past broken down the company's targeted strategy to machine learning, grouping its use into three main functions:
- Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using tools to quickly build rough mock-ups of scenarios to validate concepts prior to expensive production.
- Experimental Frontiers: Researching how machine learning could one day facilitate innovative gameplay, specifically in simulating unforeseen permutations in a vast role-playing world.
He explicitly stated that core creative areas — like visual art — are are absolutely not departments where the company is replacing artistic involvement. Conversely, Larian is recruiting more in these precise fields.
"Our studio is not shipping a game with AI-generated content, nor considering cutting teams to replace them with artificial intelligence," Vincke concluded.