The Divinity Developer Explains Its Implementation of Generative AI for New Project

The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, sparking immense excitement within the industry. However, follow-up remarks from the studio's co-founder have introduced nuance to the conversation, touching on the team's approach toward AI tools.

A Tool for Ideation, Not Replacement

In a latest clarification, Larian's director explained that the company is employing machine learning for particular preliminary purposes. These include fleshing out PowerPoint slides, generating rough concept art, and writing temporary dialogue.

Importantly, Vincke made clear that the final material in the game will be created exclusively by human artists. "Our team is creating all the content ourselves," he said.

Our studio is actively increasing our team of writers and are actively forming writing teams.

As visual development is being specifically called out — we right now have over twenty artistic staff and have positions available for further talent.

Each initiative we do is incremental and designed to letting our team spend additional energy on actual creation.

Every machine learning application used well is a boost to a creative team process, never a stand-in for their talent.

Responding to Feedback and Defining the Path

The admission of employing this technology originally provoked concern among portions of the fanbase. In response, Vincke offered more clarification on online platforms.

"Our team utilizes machine learning to explore references, similar to we use search engines and art books," he wrote. "In the initial planning process we use it as a simple sketch for layout which we then swap out with original artwork."

He noted, "Our studio recruits talent for their inherent skill, not for their ability to execute what a algorithm proposes."

Key Areas of AI Integration

Vincke had in the past outlined the studio's targeted method to machine learning, defining its use into three main functions:

  • Automation of Tedious Tasks: This encompasses motion capture cleaning, voice editing, and technical processes like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype basic versions of mechanics to experiment with concepts prior to expensive production.
  • Experimental Frontiers: Investigating how machine learning could in the future enhance innovative reactivity, particularly in managing dynamic reactions in a complex RPG.

He specifically noted that key artistic domains — including writing — are not areas where the studio is cutting creative input. In fact, Larian is recruiting more in these very roles.

"Our studio is not releasing a game with machine-made assets, and we are certainly not planning on reducing teams to replace them with AI," Vincke summarized.

Kayla Mclaughlin
Kayla Mclaughlin

Wildlife biologist specializing in sloth research with over a decade of field experience in Central and South America.