The Divinity Developer Explains Its Use of AI Tools for Next Project
The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, creating significant anticipation within the gaming community. However, follow-up statements from the company's figurehead have brought nuance to the discussion, addressing the developer's philosophy toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a latest clarification, Larian's director detailed that the developer is utilizing machine learning for certain supporting purposes. These encompass fleshing out PowerPoint slides, producing initial artistic references, and writing draft text.
Notably, Vincke emphasized that the shipping content in the game will be crafted entirely by real artists. "We are creating everything ourselves," he stated.
We are actively growing our team of concept artists and are busily assembling narrative groups.
Given that concept art is being specifically referenced — we right now have over twenty artistic staff and have roles to fill for additional talent.
All our efforts we do is incremental and focused on enabling creatives to spend greater focus on the creative process.
Every ML tool applied correctly is supplementary to a creative team process, not a replacement for their craft.
Tempering Reactions with Clear Intent
The revelation of AI usage originally sparked backlash among some the community. In reaction, Vincke issued further detail on social media.
"We use these tools to explore references, similar to we use Google and reference books," he stated. "During the conceptual planning process we use it as a simple sketch for structure which we then swap out with hand-crafted concept art."
He added, "Larian brings on creatives for their unique talent, not for their capacity to execute what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past detailed the team's targeted approach to this technology, categorizing its use into three main pillars:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, voice editing, and technical processes like retargeting animations.
- Fast-Tracked Experimentation: Using tools to quickly build basic models of mechanics to test concepts prior to expensive production.
- Long-Term Aspirations: Investigating how machine learning could in the future enhance innovative gameplay, especially in managing dynamic reactions in a complex RPG.
He clearly stated that core creative disciplines — such as writing — are not departments where the team is replacing artistic involvement. On the contrary, Larian is expanding its staff in these exact roles.
"Our studio is not releasing a game with any AI components, nor planning on reducing staff to swap them out with AI," Vincke summarized.