The Divinity Developer Clarifies Its Use of Generative AI for Next Divinity Game
The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating a wave of excitement within the player base. However, follow-up statements from the company's co-founder have introduced nuance to the conversation, focusing on the studio's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a recent clarification, the studio's founder outlined that the company is using machine learning for certain supporting tasks. These encompass fleshing out PowerPoint slides, creating rough artistic references, and creating placeholder dialogue.
Notably, Vincke stressed that the shipping assets in the game will be created entirely by actual writers. "We are writing everything ourselves," he affirmed.
We are constantly increasing our team of writers and are busily forming narrative groups.
Since visual development is being specifically mentioned — we presently have over twenty concept artists and have positions available for additional talent.
All our efforts we do is incremental and aimed at having people spend additional energy on actual creation.
Every machine learning application used well is additive to a developer's routine, not a substitute for their skill.
Addressing Concerns and Clarifying the Vision
The admission of using AI originally sparked unease among portions of the player base. In response, Vincke offered additional elaboration on social media.
"At Larian, we employ AI tools to gather inspiration, in the same way we use search engines and physical media," he stated. "During the conceptual brainstorming phase we use it as a basic framework for layout which we then swap out with authentic illustrations."
He added, "Our studio recruits creatives for their unique talent, not for their capacity to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had previously broken down the company's focused strategy to machine learning, defining its use into three main pillars:
- Handling Monotonous Jobs: This encompasses refining animations, audio processing, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using systems to rapidly prototype basic versions of scenarios to experiment with concepts ahead of expensive implementation.
- Long-Term Aspirations: Exploring how machine learning could eventually facilitate emergent player agency, particularly in managing player-driven narratives in a detailed game universe.
He explicitly stated that key artistic disciplines — such as visual art — are are in no way fields where the company is replacing artistic involvement. In fact, Larian is recruiting more in these precise roles.
"We are not shipping a game with AI-generated content, nor considering reducing staff to swap them out with AI," Vincke summarized.