The Divinity Developer Explains Its Implementation of Generative AI for Upcoming Divinity
The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, generating a wave of anticipation within the industry. However, subsequent comments from the studio's co-founder have introduced nuance to the discussion, touching on the team's stance toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a new clarification, the studio's founder outlined that the developer is employing generative AI for particular supporting purposes. These involve enhancing presentation materials, creating early-stage concept art, and writing draft dialogue.
Crucially, Vincke stressed that the end material in the game will be created exclusively by real artists. "Larian is developing all the content manually," he stated.
Larian is continuously expanding our team of storytellers and are currently assembling dedicated writer rooms.
Given that this area is being specifically referenced — we presently have over twenty concept artists and have positions available for additional creatives.
Each initiative we do is additive and focused on having people spend additional energy on making content.
Any machine learning application applied correctly is a boost to a artist's workflow, not a replacement for their skill.
Tempering Reactions with Clear Intent
The admission of AI usage originally generated backlash among portions of the community. In response, Vincke provided further elaboration on public forums.
"We use machine learning to research ideas, similar to we use Google and physical media," he explained. "During the conceptual planning process we use it as a rough outline for layout which we then substitute with authentic illustrations."
He added, "Larian brings on artists for their creative vision, not for their capacity to execute what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously detailed the studio's targeted strategy to machine learning, categorizing its use into three main functions:
- Handling Monotonous Jobs: This includes motion capture cleaning, voice editing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create basic versions of mechanics to experiment with concepts ahead of expensive development.
- Experimental Frontiers: Investigating how AI could in the future create innovative player agency, especially in creating dynamic reactions in a complex RPG.
He clearly noted that key artistic disciplines — including music composition — are not fields where the team is reducing human talent. In fact, Larian is recruiting more in these exact roles.
"We are not shipping a game with AI-generated content, and we are certainly not considering cutting teams to swap them out with AI," Vincke summarized.