The Divinity Developer Details Its Application of AI Tools for Next Divinity Game
The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, generating a wave of anticipation within the player base. However, follow-up remarks from the company's lead designer have added clarity to the narrative, touching on the studio's approach toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest message, Larian's director explained that the team is using machine learning for certain ancillary purposes. These encompass enhancing pitch decks, creating initial visual ideas, and drafting draft copy.
Importantly, Vincke emphasized that the final content in the game will be authored solely by human creatives. "Our team is writing all the content manually," he said.
We are constantly growing our team of storytellers and are actively assembling dedicated writer rooms.
Given that this area is being specifically referenced — we currently have twenty-three concept artists and have positions available for further talent.
All our efforts we do is incremental and focused on having people spend additional energy on making content.
Every ML tool implemented properly is supplementary to a developer's workflow, not a substitute for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of AI usage originally provoked concern among some the player base. In reply, Vincke provided further elaboration on social media.
"At Larian, we employ machine learning to research ideas, in the same way we use the internet and art books," he wrote. "During the very early brainstorming phase we use it as a rough outline for composition which we then swap out with original concept art."
He noted, "We've hired talent for their inherent skill, not for their capacity to follow what a AI generates."
Focused Uses for Machine Learning
Vincke had earlier outlined the studio's practical approach to this technology, defining its use into three main functions:
- Streamlining Repetitive Work: This encompasses refining animations, audio processing, and pipeline-specific tasks like adjusting assets for various species.
- Accelerated Iteration: Using tools to rapidly prototype basic models of scenarios to test concepts before complete implementation.
- Experimental Frontiers: Researching how AI could eventually create new forms of gameplay, especially in managing dynamic reactions in a detailed game universe.
He clearly affirmed that core creative areas — such as music composition — are are in no way areas where the studio is reducing human involvement. In fact, Larian is actively hiring in these precise positions.
"We are not shipping a game with machine-made assets, nor looking at reducing creatives to substitute them with artificial intelligence," Vincke concluded.