The Divinity Developer Details Its Implementation of AI Tools for New Divinity
The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, generating significant hype within the gaming community. However, follow-up comments from the company's co-founder have added nuance to the conversation, addressing the team's approach toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, Larian's director explained that the company is utilizing AI technology for certain supporting functions. These encompass developing PowerPoint slides, generating early-stage visual ideas, and writing placeholder text.
Crucially, Vincke made clear that the end material in the game will be created exclusively by real artists. "Larian is creating everything ourselves," he stated.
We are constantly expanding our pool of writers and are currently forming writing teams.
Since concept art is being particularly referenced — we currently have over twenty concept artists and have roles to fill for additional talent.
Everything we do is additive and designed to letting our team spend greater focus on making content.
Every machine learning application applied correctly is a boost to a artist's workflow, not a substitute for their skill.
Responding to Feedback and Defining the Path
The revelation of using AI at first sparked backlash among some the player base. In reply, Vincke issued additional detail on public forums.
"At Larian, we employ AI tools to gather inspiration, similar to we use the internet and physical media," he wrote. "In the initial brainstorming phase we use it as a simple sketch for layout which we then swap out with original artwork."
He continued, "We've hired artists for their unique talent, not for their willingness to follow what a machine suggests."
Key Areas of AI Integration
Vincke had previously outlined the team's focused approach to this technology, grouping its use into key pillars:
- Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and technical processes like adapting animations for different models.
- Accelerated Iteration: Using systems to speedily create rough versions of gameplay ideas to experiment with concepts before complete development.
- Long-Term Aspirations: Investigating how machine learning could in the future create emergent reactivity, specifically in managing dynamic reactions in a detailed game universe.
He explicitly stated that core creative domains — such as writing — are are in no way areas where the team is reducing human talent. On the contrary, Larian is expanding its staff in these precise positions.
"Our studio is neither shipping a game with machine-made assets, nor planning on reducing creatives to replace them with AI," Vincke concluded.