The Divinity Developer Details Its Implementation of Generative AI for Upcoming Divinity Game
The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, creating significant excitement within the player base. However, recent comments from the company's co-founder have introduced a new dimension to the discussion, touching on the studio's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent message, Swen Vincke detailed that the team is using generative AI for certain ancillary functions. These encompass developing PowerPoint slides, creating rough concept art, and creating draft dialogue.
Importantly, Vincke made clear that the end material in the game will be crafted entirely by human creatives. "Larian is developing everything in-house," he affirmed.
Our studio is constantly expanding our team of concept artists and are currently forming narrative groups.
As visual development is being specifically referenced — we right now have twenty-three visual developers and have roles to fill for additional creatives.
Everything we do is incremental and focused on having people spend greater focus on actual creation.
Every machine learning application used well is supplementary to a artist's routine, never a stand-in for their skill.
Tempering Reactions with Clear Intent
The revelation of employing this technology initially generated concern among some the player base. In reaction, Vincke offered more elaboration on social media.
"We use AI tools to gather inspiration, similar to we use Google and art books," he wrote. "In the initial ideation stages we use it as a basic framework for structure which we then substitute with original concept art."
He added, "Our studio recruits talent for their creative vision, not for their ability to replicate what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier outlined the team's focused method to machine learning, categorizing its use into three main functions:
- Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create basic mock-ups of scenarios to test concepts ahead of expensive implementation.
- Experimental Frontiers: Exploring how machine learning could one day create emergent reactivity, especially in simulating player-driven narratives in a vast role-playing world.
He explicitly noted that key artistic areas — like writing — are not areas where the team is reducing artistic involvement. On the contrary, Larian is actively hiring in these precise positions.
"Our studio is neither launching a game with AI-generated content, nor considering trimming down teams to substitute them with artificial intelligence," Vincke summarized.