The Divinity Developer Clarifies Its Use of AI Tools for New Divinity Game
The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, creating significant anticipation within the player base. However, subsequent remarks from the company's co-founder have added nuance to the conversation, addressing the team's approach toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, Larian's director detailed that the team is utilizing generative AI for specific supporting tasks. These encompass fleshing out presentation materials, creating initial concept art, and drafting placeholder dialogue.
Importantly, Vincke stressed that the final assets in the game will be created solely by human creatives. "We are developing everything in-house," he stated.
Our studio is continuously growing our pool of concept artists and are busily putting together narrative groups.
Given that this area is being specifically called out — we right now have over twenty artistic staff and have positions available for further artists.
Each initiative we do is additive and focused on having people spend more time on actual creation.
Any AI system applied correctly is a boost to a developer's routine, not a replacement for their craft.
Responding to Feedback and Defining the Path
The admission of AI usage at first provoked concern among a segment of the player base. In reaction, Vincke offered more detail on online platforms.
"We use these tools to research ideas, just like we use Google and art books," he explained. "During the very early brainstorming phase we use it as a basic framework for composition which we then swap out with authentic concept art."
He continued, "Our studio recruits artists for their creative vision, not for their capacity to execute what a machine suggests."
Key Areas of AI Integration
Vincke had in the past detailed the company's practical strategy to machine learning, grouping its use into primary pillars:
- Handling Monotonous Jobs: This encompasses polishing mocap data, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to quickly build basic models of gameplay ideas to experiment with concepts prior to expensive production.
- Future Potential for Gameplay: Researching how machine learning could one day facilitate emergent reactivity, specifically in managing dynamic reactions in a detailed game universe.
He specifically affirmed that core creative disciplines — like writing — are are absolutely not departments where the company is reducing creative talent. Conversely, Larian is actively hiring in these exact positions.
"Larian is neither shipping a game with machine-made assets, nor looking at cutting teams to substitute them with artificial intelligence," Vincke stated definitively.