The Divinity Developer Details Its Application of AI Tools for New Project
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, generating significant anticipation within the player base. However, subsequent comments from the company's figurehead have added nuance to the discussion, addressing the team's stance toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a new clarification, the studio's founder outlined that the developer is utilizing machine learning for specific supporting purposes. These involve fleshing out pitch decks, creating rough artistic references, and writing placeholder copy.
Importantly, Vincke stressed that the final material in the game will be authored solely by actual artists. "Our team is creating everything ourselves," he said.
Larian is continuously expanding our pool of writers and are busily forming dedicated writer rooms.
Since concept art is being specifically called out — we currently have over twenty visual developers and have job openings for more creatives.
Each initiative we do is additive and designed to enabling creatives to spend greater focus on the creative process.
Any machine learning application used well is additive to a developer's routine, not a replacement for their talent.
Responding to Feedback and Defining the Path
The admission of using AI initially generated backlash among some the fanbase. In reply, Vincke offered additional detail on online platforms.
"At Larian, we employ AI tools to gather inspiration, in the same way we use the internet and physical media," he explained. "During the very early planning process we use it as a basic framework for composition which we then replace with authentic illustrations."
He continued, "Larian brings on talent for their unique talent, not for their willingness to follow what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier outlined the studio's focused strategy to AI and ML, categorizing its use into three main areas:
- Streamlining Repetitive Work: This encompasses motion capture cleaning, audio processing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build basic mock-ups of gameplay ideas to test concepts ahead of complete development.
- Long-Term Aspirations: Exploring how AI could one day enhance new forms of player agency, particularly in simulating unforeseen permutations in a detailed game universe.
He specifically affirmed that key artistic disciplines — such as visual art — are are absolutely not areas where the team is replacing creative involvement. In fact, Larian is expanding its staff in these exact fields.
"Our studio is not releasing a game with AI-generated content, and we are certainly not considering cutting creatives to substitute them with AI," Vincke summarized.