The Divinity Developer Details Its Implementation of Generative AI for Next Project
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, generating a wave of excitement within the industry. However, recent remarks from the studio's figurehead have added nuance to the discussion, focusing on the team's philosophy toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a recent message, Swen Vincke outlined that the company is using generative AI for certain supporting tasks. These involve fleshing out PowerPoint slides, generating rough artistic references, and creating placeholder copy.
Crucially, Vincke stressed that the final material in the game will be created exclusively by actual writers. "Our team is developing all the content manually," he affirmed.
Larian is actively growing our pool of concept artists and are actively forming dedicated writer rooms.
Since this area is being specifically called out — we right now have over twenty concept artists and have roles to fill for additional artists.
Each initiative we do is additive and designed to enabling creatives to spend more time on the creative process.
Every ML tool applied correctly is additive to a artist's workflow, never a stand-in for their talent.
Addressing Concerns and Clarifying the Vision
The news of employing this technology at first provoked concern among some the community. In response, Vincke issued additional elaboration on online platforms.
"Our team utilizes machine learning to research ideas, in the same way we use the internet and art books," he explained. "In the very early ideation stages we use it as a simple sketch for structure which we then substitute with authentic concept art."
He noted, "Our studio recruits creatives for their inherent skill, not for their willingness to execute what a AI generates."
Three Pillars of Practical Application
Vincke had earlier outlined the team's focused method to AI and ML, categorizing its use into primary functions:
- Streamlining Repetitive Work: Areas like polishing mocap data, dialogue cleanup, and technical processes like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype simple versions of scenarios to experiment with concepts before complete development.
- Future Potential for Gameplay: Investigating how machine learning could one day create new forms of reactivity, especially in creating player-driven narratives in a complex RPG.
He clearly stated that core creative areas — including visual art — are not fields where the team is cutting artistic input. Conversely, Larian is actively hiring in these precise positions.
"Larian is neither launching a game with AI-generated content, nor planning on trimming down creatives to substitute them with artificial intelligence," Vincke stated definitively.