The Divinity Developer Explains Its Implementation of AI Tools for Next Divinity
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, generating a wave of hype within the industry. However, recent comments from the company's figurehead have introduced a new dimension to the discussion, touching on the developer's philosophy toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a new statement, Larian's director outlined that the company is employing machine learning for certain supporting purposes. These encompass fleshing out pitch decks, producing early-stage artistic references, and writing placeholder dialogue.
Importantly, Vincke made clear that the final content in the game will be crafted entirely by human artists. "Larian is creating every line ourselves," he affirmed.
Larian is continuously growing our roster of writers and are actively forming dedicated writer rooms.
As concept art is being specifically mentioned — we right now have twenty-three artistic staff and have positions available for further creatives.
All our efforts we do is additive and aimed at having people spend more time on making content.
Any machine learning application implemented properly is additive to a creative team workflow, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of AI usage initially sparked concern among a segment of the community. In reaction, Vincke issued additional elaboration on online platforms.
"We use AI tools to gather inspiration, similar to we use the internet and physical media," he stated. "In the initial ideation stages we use it as a simple sketch for composition which we then swap out with authentic artwork."
He noted, "Larian brings on creatives for their unique talent, not for their ability to replicate what a machine suggests."
Key Areas of AI Integration
Vincke had earlier broken down the company's practical approach to AI and ML, defining its use into primary pillars:
- Automation of Tedious Tasks: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to quickly build basic models of gameplay ideas to experiment with concepts ahead of full development.
- Long-Term Aspirations: Investigating how machine learning could eventually enhance emergent player agency, especially in creating player-driven narratives in a complex RPG.
He explicitly noted that core creative domains — like visual art — are are in no way fields where the studio is reducing human involvement. Conversely, Larian is expanding its staff in these exact positions.
"Our studio is neither releasing a game with AI-generated content, and we are certainly not looking at trimming down creatives to swap them out with AI," Vincke stated definitively.