The Divinity Developer Explains Its Use of AI Tools for New Divinity
The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, creating immense anticipation within the industry. However, subsequent remarks from the company's lead designer have brought nuance to the discussion, focusing on the developer's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a recent clarification, Swen Vincke explained that the developer is utilizing generative AI for particular ancillary purposes. These include developing PowerPoint slides, generating early-stage concept art, and creating draft text.
Crucially, Vincke made clear that the final assets in the game will be created entirely by real writers. "Our team is developing everything ourselves," he said.
Larian is constantly growing our team of concept artists and are actively forming writing teams.
Given that concept art is being particularly referenced — we right now have 23 artistic staff and have positions available for more artists.
Everything we do is supplementary and designed to having people spend additional energy on the creative process.
Every ML tool used well is additive to a developer's workflow, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of employing this technology initially generated unease among portions of the player base. In reply, Vincke provided additional detail on social media.
"We use these tools to gather inspiration, in the same way we use Google and reference books," he wrote. "In the very early brainstorming phase we use it as a basic framework for structure which we then replace with hand-crafted concept art."
He continued, "Our studio recruits creatives for their creative vision, not for their capacity to follow what a machine suggests."
Three Pillars of Practical Application
Vincke had earlier detailed the company's focused method to machine learning, grouping its use into three main pillars:
- Streamlining Repetitive Work: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Accelerated Iteration: Using systems to speedily create simple versions of scenarios to validate concepts before complete development.
- Future Potential for Gameplay: Investigating how machine learning could eventually enhance innovative player agency, particularly in creating dynamic reactions in a complex RPG.
He clearly noted that key artistic domains — like visual art — are are absolutely not fields where the team is cutting human involvement. In fact, Larian is recruiting more in these exact positions.
"We are neither launching a game with machine-made assets, and we are certainly not looking at reducing creatives to swap them out with AI," Vincke concluded.