The Divinity Developer Explains Its Use of AI Tools for Upcoming Project
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, generating immense hype within the industry. However, follow-up statements from the studio's lead designer have brought a new dimension to the narrative, addressing the developer's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a new statement, the studio's founder outlined that the developer is using generative AI for specific preliminary purposes. These include developing PowerPoint slides, creating early-stage visual ideas, and writing placeholder text.
Importantly, Vincke made clear that the final material in the game will be created solely by actual creatives. "Our team is developing everything manually," he affirmed.
We are constantly increasing our roster of storytellers and are currently forming writing teams.
Given that concept art is being explicitly called out — we presently have 23 artistic staff and have job openings for additional talent.
All our efforts we do is additive and focused on having people spend additional energy on the creative process.
Every machine learning application implemented properly is additive to a developer's routine, not a substitute for their talent.
Tempering Reactions with Clear Intent
The news of AI usage at first generated concern among a segment of the fanbase. In response, Vincke offered additional elaboration on social media.
"At Larian, we employ AI tools to gather inspiration, in the same way we use Google and art books," he stated. "In the very early brainstorming phase we use it as a rough outline for layout which we then replace with authentic concept art."
He added, "We've hired talent for their creative vision, not for their capacity to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had in the past detailed the company's focused method to AI and ML, grouping its use into key pillars:
- Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and technical processes like retargeting animations.
- Fast-Tracked Experimentation: Using systems to quickly build rough models of mechanics to validate concepts before expensive implementation.
- Long-Term Aspirations: Exploring how machine learning could eventually create emergent player agency, especially in simulating unforeseen permutations in a detailed game universe.
He clearly affirmed that core creative disciplines — like music composition — are are absolutely not fields where the studio is cutting creative involvement. On the contrary, Larian is expanding its staff in these exact roles.
"We are neither releasing a game with machine-made assets, and we are certainly not looking at reducing staff to replace them with artificial intelligence," Vincke summarized.