The Divinity Developer Explains Its Application of AI Tools for Next Divinity Game

The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, creating significant excitement within the industry. However, follow-up statements from the studio's co-founder have introduced a new dimension to the conversation, addressing the team's approach toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a recent clarification, the studio's founder outlined that the team is using AI technology for certain ancillary functions. These include developing presentation materials, creating rough artistic references, and drafting placeholder copy.

Notably, Vincke made clear that the final content in the game will be authored entirely by actual writers. "Larian is creating everything in-house," he said.

We are actively expanding our team of concept artists and are busily assembling dedicated writer rooms.

Given that visual development is being explicitly referenced — we currently have over twenty visual developers and have roles to fill for more creatives.

Everything we do is additive and focused on having people spend additional energy on the creative process.

Any machine learning application applied correctly is supplementary to a developer's workflow, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The admission of employing this technology initially provoked unease among some the community. In reply, Vincke offered further elaboration on online platforms.

"At Larian, we employ machine learning to research ideas, in the same way we use the internet and reference books," he stated. "During the initial ideation stages we use it as a simple sketch for composition which we then swap out with original illustrations."

He added, "We've hired artists for their creative vision, not for their willingness to replicate what a machine suggests."

Key Areas of AI Integration

Vincke had in the past outlined the studio's practical approach to this technology, categorizing its use into key functions:

  • Automation of Tedious Tasks: Areas like motion capture cleaning, audio processing, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype rough models of mechanics to experiment with concepts ahead of expensive implementation.
  • Future Potential for Gameplay: Exploring how AI could one day facilitate emergent reactivity, especially in managing unforeseen permutations in a complex RPG.

He clearly affirmed that key artistic domains — such as music composition — are are absolutely not areas where the company is reducing human talent. Conversely, Larian is recruiting more in these precise fields.

"We are neither releasing a game with AI-generated content, nor looking at trimming down staff to substitute them with AI," Vincke summarized.

Mrs. Kelly Anderson
Mrs. Kelly Anderson

A data strategist with over a decade of experience in business intelligence, specializing in predictive analytics and performance optimization for SMEs.

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