The Divinity Developer Explains Its Use of AI Tools for New Project

The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating significant anticipation within the player base. However, subsequent comments from the company's figurehead have introduced nuance to the discussion, touching on the developer's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a recent message, the studio's founder detailed that the developer is employing generative AI for particular preliminary purposes. These encompass fleshing out presentation materials, producing initial visual ideas, and creating temporary text.

Crucially, Vincke stressed that the shipping assets in the game will be authored solely by actual writers. "Our team is writing every line in-house," he said.

Larian is actively increasing our roster of storytellers and are busily putting together narrative groups.

As this area is being particularly referenced — we currently have over twenty artistic staff and have positions available for further talent.

Everything we do is supplementary and designed to letting our team spend more time on the creative process.

Every ML tool implemented properly is a boost to a artist's routine, not a replacement for their skill.

Responding to Feedback and Defining the Path

The admission of employing this technology initially sparked unease among some the community. In response, Vincke provided further clarification on online platforms.

"Our team utilizes these tools to research ideas, similar to we use Google and art books," he stated. "In the initial brainstorming phase we use it as a rough outline for composition which we then replace with original concept art."

He added, "We've hired talent for their inherent skill, not for their capacity to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had earlier broken down the studio's targeted approach to machine learning, grouping its use into three main areas:

  • Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Accelerated Iteration: Using systems to quickly build simple models of mechanics to test concepts prior to expensive production.
  • Future Potential for Gameplay: Investigating how machine learning could in the future facilitate emergent reactivity, especially in simulating dynamic reactions in a vast role-playing world.

He specifically stated that key artistic domains — including visual art — are not departments where the team is reducing creative involvement. In fact, Larian is expanding its staff in these precise positions.

"Our studio is neither releasing a game with any AI components, nor considering cutting teams to replace them with AI," Vincke concluded.

Hunter Medina
Hunter Medina

Marlon Vance is a seasoned gambling analyst with over a decade of experience in reviewing online casinos and slot games.