The Divinity Developer Details Its Implementation of Generative AI for Upcoming Divinity Game
The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, sparking immense anticipation within the player base. However, follow-up remarks from the studio's co-founder have introduced nuance to the narrative, addressing the studio's stance toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest message, the studio's founder detailed that the company is employing machine learning for certain ancillary tasks. These include developing pitch decks, creating initial artistic references, and drafting draft text.
Crucially, Vincke made clear that the end material in the game will be authored exclusively by actual creatives. "We are writing everything ourselves," he affirmed.
Larian is constantly expanding our roster of writers and are currently assembling dedicated writer rooms.
Since concept art is being particularly referenced — we right now have twenty-three artistic staff and have roles to fill for further creatives.
All our efforts we do is additive and aimed at enabling creatives to spend greater focus on making content.
Every ML tool used well is a boost to a artist's workflow, not a substitute for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology initially generated concern among portions of the player base. In response, Vincke issued further clarification on public forums.
"At Larian, we employ machine learning to research ideas, just like we use the internet and reference books," he wrote. "In the initial planning process we use it as a simple sketch for layout which we then replace with original illustrations."
He noted, "Larian brings on creatives for their creative vision, not for their ability to replicate what a AI generates."
Focused Uses for Machine Learning
Vincke had earlier detailed the team's practical strategy to AI and ML, categorizing its use into three main pillars:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to rapidly prototype simple models of scenarios to experiment with concepts prior to full development.
- Future Potential for Gameplay: Investigating how AI could eventually enhance new forms of gameplay, especially in creating unforeseen permutations in a complex RPG.
He explicitly stated that central narrative disciplines — such as music composition — are are in no way fields where the team is replacing artistic input. On the contrary, Larian is actively hiring in these very roles.
"Larian is neither releasing a game with machine-made assets, nor looking at trimming down creatives to swap them out with AI," Vincke summarized.