The Divinity Developer Details Its Application of Generative AI for New Project
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, generating immense hype within the industry. However, subsequent remarks from the company's co-founder have brought a new dimension to the discussion, touching on the studio's approach toward machine learning.
A Tool for Ideation, Not Replacement
In a recent clarification, the studio's founder explained that the developer is using machine learning for certain preliminary functions. These include enhancing PowerPoint slides, producing early-stage concept art, and creating temporary dialogue.
Crucially, Vincke made clear that the final assets in the game will be authored entirely by human writers. "Larian is writing all the content manually," he stated.
Larian is actively growing our pool of concept artists and are currently forming dedicated writer rooms.
As concept art is being specifically mentioned — we right now have twenty-three visual developers and have job openings for further artists.
Each initiative we do is incremental and aimed at having people spend greater focus on making content.
Every AI system applied correctly is additive to a developer's process, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The revelation of employing this technology at first generated concern among some the fanbase. In reply, Vincke provided further detail on public forums.
"At Larian, we employ machine learning to gather inspiration, in the same way we use the internet and art books," he stated. "During the initial brainstorming phase we use it as a basic framework for composition which we then swap out with authentic artwork."
He continued, "We've hired artists for their inherent skill, not for their capacity to follow what a AI generates."
Three Pillars of Practical Application
Vincke had previously broken down the studio's targeted strategy to AI and ML, defining its use into three main functions:
- Automation of Tedious Tasks: This includes refining animations, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple models of gameplay ideas to validate concepts ahead of full production.
- Long-Term Aspirations: Exploring how AI could one day facilitate emergent player agency, especially in creating dynamic reactions in a detailed game universe.
He explicitly noted that key artistic disciplines — such as writing — are are in no way departments where the team is reducing creative input. On the contrary, Larian is recruiting more in these very positions.
"We are not shipping a game with any AI components, and we are certainly not planning on trimming down creatives to substitute them with AI," Vincke concluded.