The Divinity Developer Details Its Application of Generative AI for Upcoming Divinity Game
The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, sparking a wave of anticipation within the industry. However, subsequent remarks from the company's lead designer have introduced a new dimension to the conversation, focusing on the developer's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a recent clarification, Swen Vincke explained that the company is utilizing generative AI for particular supporting tasks. These involve enhancing presentation materials, producing early-stage concept art, and drafting draft dialogue.
Crucially, Vincke emphasized that the shipping assets in the game will be authored solely by actual creatives. "Our team is creating everything in-house," he affirmed.
Larian is actively expanding our pool of storytellers and are actively assembling writing teams.
Given that visual development is being specifically referenced — we currently have twenty-three visual developers and have positions available for further talent.
All our efforts we do is supplementary and designed to having people spend greater focus on actual creation.
Any machine learning application used well is a boost to a creative team workflow, not a replacement for their talent.
Tempering Reactions with Clear Intent
The admission of employing this technology initially sparked concern among portions of the fanbase. In response, Vincke issued additional elaboration on social media.
"At Larian, we employ AI tools to explore references, in the same way we use search engines and art books," he wrote. "In the conceptual brainstorming phase we use it as a simple sketch for layout which we then swap out with hand-crafted illustrations."
He added, "Larian brings on artists for their creative vision, not for their willingness to follow what a AI generates."
Three Pillars of Practical Application
Vincke had earlier broken down the team's focused strategy to AI and ML, defining its use into three main pillars:
- Automation of Tedious Tasks: This includes refining animations, voice editing, and technical processes like retargeting animations.
- Fast-Tracked Experimentation: Using technology to speedily create basic versions of scenarios to experiment with concepts ahead of complete development.
- Future Potential for Gameplay: Investigating how AI could one day facilitate new forms of reactivity, particularly in managing unforeseen permutations in a complex RPG.
He explicitly noted that core creative disciplines — such as writing — are are absolutely not areas where the studio is reducing artistic input. On the contrary, Larian is recruiting more in these exact positions.
"We are not shipping a game with any AI components, nor looking at reducing creatives to swap them out with artificial intelligence," Vincke summarized.