The Divinity Developer Details Its Implementation of AI Tools for Next Project

The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, creating significant excitement within the gaming community. However, subsequent statements from the company's lead designer have added clarity to the conversation, addressing the developer's approach toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, Swen Vincke explained that the company is using machine learning for specific supporting functions. These encompass enhancing pitch decks, creating initial concept art, and drafting draft copy.

Notably, Vincke made clear that the shipping assets in the game will be crafted exclusively by human writers. "Our team is creating every line manually," he affirmed.

Larian is continuously increasing our roster of storytellers and are currently assembling narrative groups.

Given that this area is being specifically referenced โ€” we right now have twenty-three artistic staff and have positions available for additional creatives.

Everything we do is supplementary and focused on enabling creatives to spend more time on the creative process.

Every AI system used well is supplementary to a developer's process, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The revelation of using AI at first generated unease among a segment of the community. In response, Vincke issued additional clarification on online platforms.

"Our team utilizes these tools to explore references, similar to we use search engines and art books," he wrote. "During the initial planning process we use it as a simple sketch for structure which we then swap out with authentic artwork."

He added, "Our studio recruits creatives for their creative vision, not for their capacity to follow what a algorithm proposes."

Three Pillars of Practical Application

Vincke had earlier outlined the team's focused approach to this technology, defining its use into key areas:

  • Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and technical processes like adjusting assets for various species.
  • Accelerated Iteration: Using systems to speedily create rough mock-ups of scenarios to validate concepts ahead of expensive development.
  • Future Potential for Gameplay: Investigating how machine learning could one day facilitate emergent reactivity, especially in managing dynamic reactions in a complex RPG.

He explicitly stated that core creative disciplines โ€” such as music composition โ€” are are absolutely not areas where the studio is replacing artistic involvement. Conversely, Larian is expanding its staff in these precise roles.

"We are not shipping a game with AI-generated content, and we are certainly not planning on reducing teams to swap them out with artificial intelligence," Vincke concluded.

Katherine Mcintosh
Katherine Mcintosh

Elara is a seasoned journalist with over a decade of experience in international reporting and storytelling.