The Divinity Developer Explains Its Implementation of AI Tools for Next Divinity
The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating immense hype within the gaming community. However, follow-up remarks from the company's lead designer have brought a new dimension to the discussion, touching on the team's approach toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, the studio's founder explained that the team is using machine learning for specific ancillary purposes. These include enhancing PowerPoint slides, generating rough artistic references, and drafting temporary copy.
Crucially, Vincke made clear that the end material in the game will be created solely by human artists. "We are developing all the content manually," he said.
We are constantly expanding our pool of writers and are actively forming narrative groups.
As visual development is being particularly called out — we currently have over twenty artistic staff and have roles to fill for more talent.
Everything we do is supplementary and focused on having people spend additional energy on actual creation.
Every AI system used well is additive to a creative team workflow, not a replacement for their craft.
Addressing Concerns and Clarifying the Vision
The news of AI usage at first generated backlash among a segment of the fanbase. In reply, Vincke provided additional elaboration on social media.
"At Larian, we employ machine learning to gather inspiration, in the same way we use search engines and art books," he wrote. "During the very early brainstorming phase we use it as a simple sketch for structure which we then replace with original illustrations."
He added, "Our studio recruits artists for their inherent skill, not for their capacity to follow what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past outlined the studio's practical method to machine learning, categorizing its use into key functions:
- Streamlining Repetitive Work: This encompasses polishing mocap data, voice editing, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to rapidly prototype rough mock-ups of mechanics to validate concepts ahead of complete development.
- Future Potential for Gameplay: Investigating how AI could eventually facilitate new forms of reactivity, particularly in simulating unforeseen permutations in a complex RPG.
He clearly affirmed that central narrative domains — including visual art — are are absolutely not departments where the team is reducing artistic talent. In fact, Larian is recruiting more in these precise positions.
"Our studio is not shipping a game with any AI components, and we are certainly not planning on cutting creatives to replace them with artificial intelligence," Vincke summarized.