The Divinity Developer Details Its Application of AI Tools for Upcoming Project
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, generating significant excitement within the industry. However, recent statements from the studio's lead designer have added clarity to the discussion, addressing the studio's approach toward AI tools.
A Tool for Ideation, Not Replacement
In a latest clarification, the studio's founder outlined that the developer is utilizing generative AI for particular supporting purposes. These include developing presentation materials, producing early-stage visual ideas, and drafting placeholder dialogue.
Crucially, Vincke emphasized that the shipping content in the game will be authored exclusively by human creatives. "Our team is writing everything in-house," he said.
We are actively expanding our pool of concept artists and are busily assembling narrative groups.
Since concept art is being particularly referenced — we currently have over twenty concept artists and have roles to fill for further creatives.
All our efforts we do is additive and aimed at letting our team spend greater focus on making content.
Any ML tool used well is additive to a artist's workflow, not a replacement for their craft.
Responding to Feedback and Defining the Path
The admission of employing this technology initially generated unease among some the community. In reaction, Vincke offered further detail on public forums.
"At Larian, we employ these tools to explore references, similar to we use Google and reference books," he stated. "During the initial brainstorming phase we use it as a rough outline for layout which we then substitute with hand-crafted concept art."
He added, "Our studio recruits creatives for their unique talent, not for their ability to follow what a machine suggests."
Key Areas of AI Integration
Vincke had earlier broken down the company's targeted approach to AI and ML, defining its use into primary pillars:
- Streamlining Repetitive Work: This includes motion capture cleaning, audio processing, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to rapidly prototype rough versions of scenarios to test concepts ahead of expensive production.
- Long-Term Aspirations: Investigating how machine learning could in the future facilitate innovative reactivity, particularly in managing player-driven narratives in a vast role-playing world.
He specifically noted that key artistic areas — including visual art — are are in no way fields where the team is reducing human input. On the contrary, Larian is recruiting more in these exact fields.
"Larian is neither shipping a game with any AI components, and we are certainly not considering cutting staff to substitute them with artificial intelligence," Vincke summarized.