The Divinity Developer Clarifies Its Use of AI Tools for Next Divinity
The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, creating a wave of anticipation within the industry. However, recent comments from the studio's lead designer have brought clarity to the conversation, addressing the studio's approach toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new clarification, the studio's founder outlined that the team is employing AI technology for certain ancillary functions. These involve fleshing out presentation materials, generating rough concept art, and writing placeholder text.
Crucially, Vincke made clear that the shipping content in the game will be authored entirely by real writers. "Our team is writing every line ourselves," he stated.
Larian is constantly growing our team of writers and are busily assembling narrative groups.
Given that visual development is being particularly called out — we currently have twenty-three artistic staff and have job openings for further artists.
Each initiative we do is incremental and focused on letting our team spend more time on actual creation.
Every AI system implemented properly is additive to a creative team routine, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The admission of AI usage at first generated backlash among portions of the fanbase. In response, Vincke provided further clarification on online platforms.
"Our team utilizes machine learning to explore references, in the same way we use the internet and art books," he explained. "In the initial planning process we use it as a simple sketch for composition which we then replace with hand-crafted artwork."
He added, "We've hired creatives for their creative vision, not for their willingness to execute what a AI generates."
Three Pillars of Practical Application
Vincke had previously broken down the team's targeted strategy to machine learning, grouping its use into three main areas:
- Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and technical processes like adjusting assets for various species.
- Accelerated Iteration: Using systems to quickly build rough versions of gameplay ideas to test concepts prior to full production.
- Future Potential for Gameplay: Exploring how machine learning could one day create new forms of reactivity, particularly in simulating unforeseen permutations in a detailed game universe.
He clearly affirmed that core creative disciplines — like writing — are are absolutely not departments where the team is reducing human involvement. In fact, Larian is expanding its staff in these precise positions.
"Larian is neither shipping a game with any AI components, nor looking at reducing staff to replace them with artificial intelligence," Vincke concluded.