The Divinity Developer Clarifies Its Use of AI Tools for Next Divinity Game
The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, creating a wave of hype within the gaming community. However, subsequent remarks from the studio's lead designer have added clarity to the discussion, focusing on the team's approach toward AI tools.
A Tool for Ideation, Not Replacement
In a latest clarification, the studio's founder explained that the developer is utilizing AI technology for certain supporting purposes. These encompass fleshing out presentation materials, creating rough visual ideas, and creating placeholder text.
Notably, Vincke emphasized that the final material in the game will be crafted solely by real writers. "Larian is creating everything in-house," he said.
Our studio is continuously increasing our roster of storytellers and are currently forming narrative groups.
Given that this area is being specifically called out — we presently have twenty-three visual developers and have positions available for additional creatives.
All our efforts we do is supplementary and aimed at enabling creatives to spend more time on actual creation.
Every machine learning application applied correctly is additive to a developer's routine, never a stand-in for their skill.
Tempering Reactions with Clear Intent
The news of employing this technology initially generated backlash among portions of the community. In response, Vincke provided further elaboration on social media.
"At Larian, we employ machine learning to research ideas, in the same way we use Google and physical media," he stated. "In the very early planning process we use it as a basic framework for composition which we then substitute with authentic illustrations."
He noted, "We've hired artists for their creative vision, not for their capacity to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had previously outlined the team's targeted strategy to machine learning, categorizing its use into three main areas:
- Automation of Tedious Tasks: Areas like motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple versions of mechanics to validate concepts ahead of full implementation.
- Long-Term Aspirations: Exploring how AI could eventually facilitate new forms of player agency, especially in creating dynamic reactions in a complex RPG.
He specifically stated that core creative disciplines — such as music composition — are are in no way fields where the company is replacing artistic involvement. Conversely, Larian is expanding its staff in these exact fields.
"Our studio is not launching a game with AI-generated content, and we are certainly not considering trimming down teams to substitute them with artificial intelligence," Vincke concluded.