The Divinity Developer Details Its Use of AI Tools for New Divinity Game
The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating a wave of excitement within the gaming community. However, recent statements from the company's lead designer have introduced clarity to the narrative, touching on the studio's stance toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a latest statement, the studio's founder explained that the developer is utilizing machine learning for certain preliminary purposes. These include enhancing PowerPoint slides, producing early-stage concept art, and drafting placeholder copy.
Importantly, Vincke made clear that the end content in the game will be authored entirely by real artists. "Larian is developing everything in-house," he said.
Our studio is continuously increasing our pool of concept artists and are actively forming writing teams.
Given that concept art is being particularly mentioned — we currently have over twenty concept artists and have roles to fill for further talent.
Everything we do is additive and aimed at letting our team spend more time on the creative process.
Every ML tool applied correctly is additive to a developer's process, not a replacement for their craft.
Tempering Reactions with Clear Intent
The admission of employing this technology originally sparked unease among some the fanbase. In reply, Vincke provided more elaboration on social media.
"Our team utilizes these tools to gather inspiration, just like we use search engines and physical media," he stated. "During the very early brainstorming phase we use it as a rough outline for layout which we then substitute with original artwork."
He continued, "Our studio recruits creatives for their unique talent, not for their willingness to replicate what a AI generates."
Focused Uses for Machine Learning
Vincke had earlier broken down the studio's focused strategy to AI and ML, grouping its use into three main functions:
- Automation of Tedious Tasks: Areas like refining animations, dialogue cleanup, and technical processes like adapting animations for different models.
- Accelerated Iteration: Using tools to rapidly prototype rough models of mechanics to test concepts prior to expensive production.
- Future Potential for Gameplay: Investigating how machine learning could in the future facilitate innovative player agency, specifically in managing dynamic reactions in a vast role-playing world.
He clearly stated that core creative areas — such as visual art — are not areas where the team is cutting artistic input. In fact, Larian is expanding its staff in these precise roles.
"Our studio is not shipping a game with machine-made assets, nor looking at reducing staff to swap them out with AI," Vincke stated definitively.