The Divinity Developer Explains Its Application of AI Tools for Upcoming Divinity
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, sparking immense hype within the player base. However, subsequent comments from the company's lead designer have brought a new dimension to the narrative, touching on the studio's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a recent clarification, Larian's director explained that the developer is employing machine learning for particular ancillary purposes. These involve fleshing out PowerPoint slides, generating rough artistic references, and creating temporary dialogue.
Importantly, Vincke emphasized that the final material in the game will be created exclusively by human writers. "Larian is creating every line in-house," he stated.
Our studio is constantly expanding our roster of writers and are busily forming narrative groups.
As this area is being specifically called out — we right now have 23 artistic staff and have roles to fill for further talent.
Everything we do is supplementary and focused on having people spend more time on the creative process.
Any machine learning application implemented properly is a boost to a developer's workflow, not a substitute for their craft.
Addressing Concerns and Clarifying the Vision
The news of using AI originally generated backlash among a segment of the fanbase. In reply, Vincke issued additional clarification on social media.
"Our team utilizes machine learning to explore references, just like we use Google and art books," he explained. "During the conceptual ideation stages we use it as a simple sketch for composition which we then swap out with authentic concept art."
He continued, "Larian brings on artists for their inherent skill, not for their ability to replicate what a algorithm proposes."
Key Areas of AI Integration
Vincke had previously outlined the studio's focused method to machine learning, categorizing its use into primary pillars:
- Streamlining Repetitive Work: Areas like refining animations, voice editing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using technology to quickly build rough versions of scenarios to test concepts ahead of complete production.
- Future Potential for Gameplay: Exploring how AI could in the future enhance innovative reactivity, especially in simulating unforeseen permutations in a vast role-playing world.
He specifically stated that key artistic disciplines — like visual art — are are in no way departments where the studio is reducing artistic talent. Conversely, Larian is actively hiring in these very roles.
"We are not releasing a game with AI-generated content, nor looking at trimming down staff to substitute them with artificial intelligence," Vincke stated definitively.