The Divinity Developer Details Its Implementation of Generative AI for New Divinity Game
The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, generating significant excitement within the industry. However, follow-up statements from the studio's figurehead have brought nuance to the narrative, addressing the team's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a recent clarification, Swen Vincke detailed that the team is utilizing machine learning for particular supporting purposes. These encompass developing pitch decks, producing initial artistic references, and writing draft text.
Importantly, Vincke stressed that the shipping assets in the game will be authored solely by human creatives. "Our team is developing all the content in-house," he said.
Larian is constantly growing our pool of concept artists and are actively assembling narrative groups.
As concept art is being particularly called out — we presently have 23 artistic staff and have positions available for further creatives.
Each initiative we do is additive and focused on letting our team spend more time on the creative process.
Every machine learning application applied correctly is a boost to a creative team workflow, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The admission of using AI initially provoked unease among portions of the community. In reaction, Vincke issued more detail on social media.
"We use these tools to research ideas, similar to we use the internet and reference books," he wrote. "In the conceptual ideation stages we use it as a simple sketch for composition which we then substitute with original illustrations."
He added, "Larian brings on talent for their creative vision, not for their ability to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier outlined the studio's targeted strategy to this technology, grouping its use into primary functions:
- Streamlining Repetitive Work: Areas like polishing mocap data, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype rough versions of scenarios to test concepts before expensive development.
- Experimental Frontiers: Exploring how machine learning could in the future facilitate emergent player agency, specifically in managing dynamic reactions in a complex RPG.
He explicitly stated that central narrative disciplines — like visual art — are not fields where the company is reducing artistic involvement. In fact, Larian is actively hiring in these precise fields.
"Larian is not releasing a game with AI-generated content, and we are certainly not planning on cutting creatives to replace them with AI," Vincke stated definitively.