The Divinity Developer Details Its Use of AI Tools for New Divinity Game
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its next major project, generating significant anticipation within the player base. However, follow-up statements from the studio's lead designer have brought a new dimension to the conversation, addressing the studio's philosophy toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new statement, the studio's founder explained that the company is employing machine learning for certain preliminary purposes. These include developing presentation materials, creating rough concept art, and creating placeholder copy.
Importantly, Vincke made clear that the end material in the game will be authored entirely by human creatives. "Larian is writing every line ourselves," he said.
Our studio is continuously increasing our roster of concept artists and are currently forming narrative groups.
Since this area is being explicitly mentioned — we currently have over twenty concept artists and have roles to fill for additional talent.
All our efforts we do is supplementary and focused on enabling creatives to spend greater focus on the creative process.
Any AI system applied correctly is supplementary to a creative team routine, not a substitute for their craft.
Tempering Reactions with Clear Intent
The revelation of using AI initially provoked backlash among portions of the fanbase. In reaction, Vincke offered additional clarification on public forums.
"We use AI tools to research ideas, similar to we use Google and physical media," he wrote. "During the initial planning process we use it as a rough outline for structure which we then replace with original artwork."
He noted, "We've hired talent for their inherent skill, not for their capacity to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously outlined the company's targeted approach to AI and ML, defining its use into primary pillars:
- Streamlining Repetitive Work: This encompasses refining animations, audio processing, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using tools to rapidly prototype basic mock-ups of mechanics to test concepts ahead of expensive production.
- Long-Term Aspirations: Investigating how machine learning could one day enhance new forms of reactivity, particularly in managing unforeseen permutations in a detailed game universe.
He clearly stated that central narrative domains — such as visual art — are not fields where the team is reducing creative talent. Conversely, Larian is actively hiring in these very fields.
"Larian is neither releasing a game with AI-generated content, and we are certainly not looking at trimming down staff to substitute them with artificial intelligence," Vincke concluded.