The Divinity Developer Explains Its Application of AI Tools for New Project

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating immense hype within the industry. However, subsequent comments from the studio's figurehead have introduced nuance to the discussion, addressing the team's approach toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a new statement, the studio's founder explained that the developer is employing machine learning for specific supporting functions. These involve enhancing pitch decks, generating early-stage artistic references, and drafting placeholder copy.

Crucially, Vincke stressed that the final material in the game will be crafted solely by real artists. "We are developing every line manually," he said.

We are actively increasing our roster of writers and are busily forming dedicated writer rooms.

As concept art is being particularly called out — we right now have 23 concept artists and have job openings for additional creatives.

Each initiative we do is incremental and focused on enabling creatives to spend more time on making content.

Every ML tool implemented properly is supplementary to a creative team process, never a stand-in for their craft.

Addressing Concerns and Clarifying the Vision

The revelation of AI usage at first generated backlash among a segment of the player base. In reaction, Vincke issued additional clarification on public forums.

"Our team utilizes AI tools to explore references, in the same way we use Google and reference books," he explained. "During the very early brainstorming phase we use it as a rough outline for layout which we then swap out with authentic illustrations."

He continued, "Our studio recruits talent for their inherent skill, not for their capacity to follow what a machine suggests."

Key Areas of AI Integration

Vincke had earlier outlined the team's targeted method to AI and ML, grouping its use into primary areas:

  • Streamlining Repetitive Work: This includes refining animations, audio processing, and Larian-specific work like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype simple models of scenarios to validate concepts ahead of complete production.
  • Experimental Frontiers: Exploring how machine learning could in the future facilitate emergent gameplay, specifically in managing player-driven narratives in a detailed game universe.

He explicitly noted that key artistic areas — like visual art — are not departments where the studio is reducing human talent. In fact, Larian is recruiting more in these exact positions.

"Larian is not shipping a game with any AI components, nor planning on cutting staff to substitute them with artificial intelligence," Vincke summarized.

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