The Divinity Developer Explains Its Use of Generative AI for Upcoming Divinity Game
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, generating a wave of hype within the gaming community. However, follow-up comments from the company's figurehead have introduced clarity to the conversation, focusing on the studio's stance toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new clarification, Swen Vincke detailed that the developer is utilizing machine learning for particular supporting tasks. These involve enhancing presentation materials, generating early-stage concept art, and drafting draft copy.
Notably, Vincke made clear that the shipping material in the game will be crafted exclusively by actual artists. "We are creating every line manually," he said.
Larian is constantly increasing our team of concept artists and are busily putting together narrative groups.
Given that visual development is being specifically referenced — we right now have over twenty concept artists and have job openings for more talent.
All our efforts we do is supplementary and focused on having people spend greater focus on the creative process.
Every ML tool implemented properly is a boost to a creative team workflow, never a stand-in for their craft.
Tempering Reactions with Clear Intent
The admission of AI usage originally provoked concern among a segment of the fanbase. In reply, Vincke offered additional clarification on social media.
"Our team utilizes these tools to gather inspiration, similar to we use the internet and art books," he stated. "During the initial brainstorming phase we use it as a basic framework for layout which we then substitute with authentic illustrations."
He added, "Larian brings on artists for their inherent skill, not for their capacity to execute what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had in the past detailed the studio's focused method to AI and ML, categorizing its use into primary pillars:
- Handling Monotonous Jobs: This includes motion capture cleaning, audio processing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create rough models of scenarios to experiment with concepts prior to full implementation.
- Future Potential for Gameplay: Exploring how AI could eventually create emergent reactivity, especially in managing player-driven narratives in a complex RPG.
He explicitly affirmed that key artistic domains — like visual art — are are absolutely not fields where the team is cutting creative talent. Conversely, Larian is expanding its staff in these exact positions.
"We are neither launching a game with AI-generated content, nor planning on reducing teams to substitute them with artificial intelligence," Vincke summarized.