The Divinity Developer Explains Its Application of Generative AI for New Divinity
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, generating immense excitement within the player base. However, follow-up statements from the company's co-founder have added clarity to the narrative, focusing on the developer's philosophy toward machine learning.
A Tool for Ideation, Not Replacement
In a latest message, Swen Vincke detailed that the company is employing AI technology for certain supporting tasks. These encompass developing PowerPoint slides, creating early-stage artistic references, and drafting temporary text.
Importantly, Vincke made clear that the shipping content in the game will be authored solely by actual artists. "Larian is developing everything ourselves," he said.
We are continuously growing our team of concept artists and are currently assembling writing teams.
As visual development is being particularly mentioned — we right now have 23 visual developers and have positions available for more artists.
Everything we do is additive and aimed at having people spend additional energy on the creative process.
Any machine learning application implemented properly is supplementary to a creative team workflow, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology originally sparked concern among a segment of the player base. In reaction, Vincke provided additional clarification on social media.
"We use these tools to research ideas, similar to we use the internet and physical media," he explained. "In the conceptual planning process we use it as a basic framework for structure which we then swap out with authentic concept art."
He noted, "Our studio recruits artists for their inherent skill, not for their capacity to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had previously broken down the team's targeted approach to machine learning, categorizing its use into primary areas:
- Automation of Tedious Tasks: Areas like motion capture cleaning, dialogue cleanup, and technical processes like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic mock-ups of scenarios to experiment with concepts ahead of complete implementation.
- Experimental Frontiers: Researching how machine learning could eventually facilitate innovative player agency, especially in managing unforeseen permutations in a complex RPG.
He specifically affirmed that central narrative domains — including visual art — are are absolutely not fields where the studio is replacing creative involvement. In fact, Larian is recruiting more in these exact positions.
"Our studio is not shipping a game with machine-made assets, and we are certainly not planning on trimming down teams to replace them with AI," Vincke stated definitively.