The Divinity Developer Explains Its Application of Generative AI for Upcoming Project
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating significant anticipation within the gaming community. However, recent statements from the company's co-founder have introduced clarity to the discussion, focusing on the team's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a latest clarification, Larian's director outlined that the developer is utilizing AI technology for particular ancillary purposes. These encompass enhancing pitch decks, creating early-stage concept art, and creating temporary dialogue.
Crucially, Vincke emphasized that the shipping material in the game will be crafted solely by real creatives. "Our team is creating every line manually," he affirmed.
Larian is constantly expanding our roster of concept artists and are busily forming writing teams.
Since concept art is being explicitly referenced — we right now have twenty-three visual developers and have positions available for further talent.
All our efforts we do is additive and designed to letting our team spend more time on actual creation.
Any ML tool used well is additive to a creative team process, not a replacement for their skill.
Responding to Feedback and Defining the Path
The news of employing this technology originally provoked concern among some the fanbase. In reply, Vincke provided more elaboration on public forums.
"At Larian, we employ machine learning to gather inspiration, in the same way we use the internet and reference books," he explained. "During the conceptual planning process we use it as a simple sketch for layout which we then replace with hand-crafted artwork."
He noted, "Our studio recruits talent for their inherent skill, not for their ability to follow what a AI generates."
Focused Uses for Machine Learning
Vincke had previously detailed the studio's focused strategy to AI and ML, defining its use into primary areas:
- Automation of Tedious Tasks: Areas like refining animations, dialogue cleanup, and Larian-specific work like retargeting animations.
- Fast-Tracked Experimentation: Using systems to rapidly prototype basic versions of mechanics to experiment with concepts ahead of complete production.
- Future Potential for Gameplay: Researching how AI could in the future enhance emergent player agency, especially in creating unforeseen permutations in a complex RPG.
He explicitly affirmed that central narrative disciplines — such as writing — are are absolutely not departments where the company is cutting creative talent. Conversely, Larian is recruiting more in these exact positions.
"Our studio is not shipping a game with machine-made assets, and we are certainly not looking at reducing staff to swap them out with AI," Vincke concluded.