The Divinity Developer Explains Its Use of AI Tools for Upcoming Divinity
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, generating significant excitement within the industry. However, recent comments from the company's co-founder have introduced clarity to the conversation, touching on the team's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent clarification, Larian's director outlined that the team is employing machine learning for particular ancillary tasks. These include enhancing pitch decks, creating initial concept art, and creating temporary text.
Notably, Vincke emphasized that the final material in the game will be authored entirely by human writers. "We are writing every line manually," he stated.
Our studio is actively growing our roster of concept artists and are currently assembling dedicated writer rooms.
Given that this area is being particularly referenced — we presently have twenty-three visual developers and have positions available for additional creatives.
Each initiative we do is incremental and designed to having people spend greater focus on the creative process.
Any machine learning application implemented properly is supplementary to a artist's process, never a stand-in for their craft.
Responding to Feedback and Defining the Path
The admission of using AI at first provoked unease among portions of the player base. In reaction, Vincke provided further clarification on online platforms.
"Our team utilizes machine learning to explore references, just like we use Google and art books," he stated. "During the conceptual ideation stages we use it as a simple sketch for layout which we then substitute with hand-crafted illustrations."
He continued, "Larian brings on creatives for their unique talent, not for their capacity to execute what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously outlined the team's targeted method to AI and ML, grouping its use into three main functions:
- Automation of Tedious Tasks: This includes polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to speedily create basic mock-ups of scenarios to test concepts ahead of expensive production.
- Experimental Frontiers: Exploring how machine learning could in the future create new forms of gameplay, especially in simulating dynamic reactions in a complex RPG.
He clearly stated that central narrative areas — like writing — are are absolutely not areas where the studio is cutting human talent. In fact, Larian is expanding its staff in these very fields.
"We are neither launching a game with any AI components, nor looking at cutting creatives to replace them with artificial intelligence," Vincke summarized.