The Divinity Developer Clarifies Its Use of Generative AI for Upcoming Divinity Game
The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, generating immense anticipation within the industry. However, follow-up statements from the studio's lead designer have added a new dimension to the narrative, touching on the team's philosophy toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a latest message, Larian's director outlined that the developer is employing generative AI for specific preliminary tasks. These encompass fleshing out presentation materials, creating early-stage artistic references, and creating placeholder dialogue.
Importantly, Vincke stressed that the end material in the game will be created entirely by human writers. "Our team is writing every line in-house," he said.
Our studio is constantly growing our roster of concept artists and are busily assembling writing teams.
As concept art is being explicitly mentioned — we presently have twenty-three visual developers and have job openings for more artists.
Everything we do is supplementary and focused on having people spend more time on making content.
Every machine learning application applied correctly is supplementary to a creative team workflow, not a replacement for their skill.
Responding to Feedback and Defining the Path
The news of using AI originally provoked backlash among portions of the fanbase. In reply, Vincke issued more clarification on social media.
"We use machine learning to research ideas, just like we use search engines and reference books," he wrote. "In the conceptual planning process we use it as a basic framework for layout which we then replace with authentic concept art."
He noted, "Larian brings on talent for their creative vision, not for their ability to replicate what a machine suggests."
Three Pillars of Practical Application
Vincke had previously detailed the company's targeted method to AI and ML, grouping its use into key functions:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, audio processing, and technical processes like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough models of gameplay ideas to test concepts ahead of expensive production.
- Experimental Frontiers: Investigating how AI could eventually facilitate new forms of gameplay, especially in simulating player-driven narratives in a detailed game universe.
He clearly affirmed that key artistic domains — like music composition — are are absolutely not departments where the company is reducing artistic involvement. In fact, Larian is expanding its staff in these very fields.
"Our studio is not launching a game with AI-generated content, and we are certainly not looking at cutting creatives to substitute them with AI," Vincke summarized.