The Divinity Developer Clarifies Its Implementation of AI Tools for New Divinity Game
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, sparking immense excitement within the industry. However, subsequent statements from the studio's figurehead have introduced a new dimension to the discussion, focusing on the developer's approach toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new message, Swen Vincke explained that the team is utilizing generative AI for specific ancillary purposes. These encompass fleshing out presentation materials, creating initial visual ideas, and drafting temporary dialogue.
Notably, Vincke stressed that the shipping content in the game will be authored entirely by real creatives. "Our team is writing every line in-house," he said.
Our studio is constantly increasing our roster of writers and are busily assembling writing teams.
As this area is being specifically mentioned — we presently have over twenty artistic staff and have positions available for more artists.
Everything we do is incremental and aimed at enabling creatives to spend additional energy on actual creation.
Any machine learning application applied correctly is supplementary to a artist's process, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The revelation of using AI originally sparked backlash among some the community. In response, Vincke issued more clarification on social media.
"We use AI tools to gather inspiration, similar to we use search engines and art books," he explained. "During the initial planning process we use it as a rough outline for structure which we then replace with authentic artwork."
He noted, "We've hired creatives for their inherent skill, not for their capacity to replicate what a AI generates."
Focused Uses for Machine Learning
Vincke had earlier broken down the team's targeted strategy to AI and ML, categorizing its use into primary pillars:
- Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create simple models of scenarios to test concepts before complete implementation.
- Future Potential for Gameplay: Investigating how AI could eventually create new forms of reactivity, specifically in creating unforeseen permutations in a complex RPG.
He explicitly affirmed that key artistic domains — such as writing — are are in no way departments where the studio is cutting creative input. Conversely, Larian is actively hiring in these exact positions.
"Larian is not releasing a game with machine-made assets, and we are certainly not looking at trimming down creatives to replace them with artificial intelligence," Vincke summarized.