The Divinity Developer Details Its Application of Generative AI for Next Project
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, creating a wave of excitement within the gaming community. However, follow-up statements from the company's lead designer have introduced a new dimension to the narrative, focusing on the studio's philosophy toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a recent clarification, the studio's founder detailed that the company is employing AI technology for certain ancillary tasks. These involve enhancing presentation materials, creating initial artistic references, and drafting draft copy.
Crucially, Vincke stressed that the final content in the game will be created solely by human artists. "Our team is creating every line in-house," he affirmed.
We are constantly expanding our roster of concept artists and are currently putting together narrative groups.
As visual development is being explicitly referenced — we presently have 23 concept artists and have positions available for additional creatives.
Everything we do is additive and designed to enabling creatives to spend additional energy on actual creation.
Any AI system applied correctly is supplementary to a developer's routine, not a substitute for their talent.
Responding to Feedback and Defining the Path
The admission of using AI initially sparked concern among some the fanbase. In response, Vincke offered further elaboration on public forums.
"At Larian, we employ AI tools to gather inspiration, similar to we use the internet and physical media," he wrote. "During the very early ideation stages we use it as a simple sketch for structure which we then replace with original concept art."
He continued, "Larian brings on creatives for their unique talent, not for their capacity to replicate what a algorithm proposes."
Three Pillars of Practical Application
Vincke had earlier broken down the studio's focused approach to this technology, grouping its use into three main pillars:
- Automation of Tedious Tasks: This includes polishing mocap data, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Accelerated Iteration: Using tools to rapidly prototype basic mock-ups of gameplay ideas to experiment with concepts prior to full production.
- Future Potential for Gameplay: Exploring how AI could in the future create innovative reactivity, specifically in creating unforeseen permutations in a detailed game universe.
He explicitly noted that key artistic areas — like music composition — are not departments where the team is cutting human talent. In fact, Larian is recruiting more in these very fields.
"Larian is neither shipping a game with machine-made assets, and we are certainly not considering reducing teams to swap them out with artificial intelligence," Vincke stated definitively.