The Divinity Developer Explains Its Application of AI Tools for Next Divinity
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, creating significant anticipation within the gaming community. However, subsequent comments from the company's co-founder have added nuance to the discussion, addressing the studio's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a recent clarification, Swen Vincke detailed that the developer is using machine learning for particular supporting functions. These involve fleshing out pitch decks, producing early-stage visual ideas, and drafting temporary dialogue.
Notably, Vincke stressed that the final content in the game will be crafted solely by real writers. "Our team is developing every line ourselves," he affirmed.
Larian is actively growing our team of concept artists and are busily forming writing teams.
Given that visual development is being explicitly referenced — we right now have twenty-three visual developers and have job openings for further artists.
All our efforts we do is supplementary and focused on enabling creatives to spend greater focus on actual creation.
Every AI system used well is a boost to a artist's workflow, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of using AI at first generated backlash among a segment of the community. In reply, Vincke provided further clarification on social media.
"We use these tools to gather inspiration, in the same way we use the internet and physical media," he wrote. "In the very early brainstorming phase we use it as a basic framework for structure which we then replace with hand-crafted concept art."
He noted, "Our studio recruits talent for their unique talent, not for their ability to follow what a AI generates."
Key Areas of AI Integration
Vincke had previously outlined the team's focused strategy to this technology, defining its use into three main functions:
- Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using tools to speedily create rough versions of mechanics to test concepts before complete development.
- Experimental Frontiers: Researching how machine learning could in the future enhance new forms of player agency, specifically in creating player-driven narratives in a complex RPG.
He explicitly noted that key artistic areas — such as music composition — are not areas where the studio is reducing artistic talent. On the contrary, Larian is actively hiring in these exact positions.
"Our studio is neither launching a game with machine-made assets, and we are certainly not planning on cutting staff to replace them with artificial intelligence," Vincke concluded.