The Divinity Developer Clarifies Its Implementation of Generative AI for Next Divinity Game
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, creating significant hype within the player base. However, subsequent remarks from the studio's figurehead have added nuance to the conversation, touching on the developer's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a new clarification, Swen Vincke explained that the company is utilizing AI technology for specific supporting tasks. These involve enhancing pitch decks, producing early-stage visual ideas, and drafting placeholder text.
Importantly, Vincke emphasized that the end content in the game will be authored solely by real creatives. "We are creating every line ourselves," he stated.
Our studio is continuously increasing our team of concept artists and are busily putting together narrative groups.
Since concept art is being specifically mentioned — we currently have twenty-three visual developers and have roles to fill for more talent.
Each initiative we do is additive and focused on having people spend more time on actual creation.
Every ML tool implemented properly is a boost to a creative team workflow, never a stand-in for their skill.
Addressing Concerns and Clarifying the Vision
The revelation of using AI originally generated backlash among portions of the community. In reply, Vincke provided more elaboration on social media.
"At Larian, we employ these tools to explore references, similar to we use search engines and art books," he stated. "In the conceptual brainstorming phase we use it as a rough outline for structure which we then replace with authentic concept art."
He continued, "Our studio recruits artists for their creative vision, not for their ability to follow what a algorithm proposes."
Key Areas of AI Integration
Vincke had earlier detailed the team's targeted approach to machine learning, defining its use into three main functions:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, audio processing, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using systems to rapidly prototype simple versions of mechanics to experiment with concepts before complete development.
- Long-Term Aspirations: Researching how machine learning could eventually create emergent player agency, particularly in creating player-driven narratives in a vast role-playing world.
He explicitly affirmed that central narrative areas — including writing — are not fields where the company is replacing human input. On the contrary, Larian is expanding its staff in these precise positions.
"We are neither launching a game with any AI components, nor looking at trimming down teams to swap them out with AI," Vincke summarized.