The Divinity Developer Clarifies Its Implementation of AI Tools for Next Project
The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, creating immense hype within the industry. However, recent comments from the studio's lead designer have brought nuance to the conversation, touching on the team's stance toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new message, Swen Vincke outlined that the developer is using AI technology for specific supporting functions. These involve developing presentation materials, producing initial concept art, and writing temporary dialogue.
Notably, Vincke stressed that the final content in the game will be authored exclusively by actual artists. "Larian is writing every line in-house," he stated.
Our studio is actively growing our pool of concept artists and are busily assembling narrative groups.
Since visual development is being specifically mentioned — we currently have twenty-three concept artists and have roles to fill for more creatives.
All our efforts we do is supplementary and focused on letting our team spend more time on the creative process.
Every ML tool used well is supplementary to a developer's process, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The admission of employing this technology at first generated concern among some the player base. In response, Vincke provided further clarification on social media.
"Our team utilizes these tools to research ideas, similar to we use the internet and art books," he wrote. "During the conceptual planning process we use it as a rough outline for layout which we then swap out with authentic concept art."
He added, "Our studio recruits creatives for their creative vision, not for their ability to execute what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past detailed the studio's focused method to machine learning, defining its use into primary pillars:
- Streamlining Repetitive Work: This includes refining animations, audio processing, and Larian-specific work like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic models of mechanics to validate concepts before complete implementation.
- Long-Term Aspirations: Investigating how AI could eventually create emergent player agency, especially in managing dynamic reactions in a detailed game universe.
He clearly stated that core creative areas — like music composition — are not fields where the company is cutting creative input. Conversely, Larian is expanding its staff in these very positions.
"Our studio is neither shipping a game with AI-generated content, and we are certainly not considering cutting staff to substitute them with AI," Vincke stated definitively.