🔗 Share this article The Divinity Developer Explains Its Application of AI Tools for Upcoming Divinity Game The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating a wave of excitement within the gaming community. However, subsequent comments from the company's figurehead have introduced nuance to the discussion, touching on the developer's stance toward machine learning. AI as a Creative Assistant, Not a Substitute In a latest message, the studio's founder outlined that the company is employing AI technology for particular preliminary purposes. These involve developing presentation materials, producing initial concept art, and creating placeholder text. Notably, Vincke made clear that the end material in the game will be authored solely by human artists. "We are writing everything manually," he stated. Our studio is constantly expanding our team of storytellers and are busily assembling narrative groups. Given that visual development is being particularly called out — we presently have over twenty artistic staff and have positions available for further creatives. Everything we do is supplementary and aimed at enabling creatives to spend greater focus on making content. Any machine learning application implemented properly is additive to a creative team routine, not a substitute for their craft. Addressing Concerns and Clarifying the Vision The revelation of AI usage at first sparked unease among a segment of the community. In reply, Vincke provided more elaboration on social media. "At Larian, we employ AI tools to explore references, just like we use the internet and art books," he explained. "During the conceptual brainstorming phase we use it as a basic framework for structure which we then swap out with hand-crafted illustrations." He continued, "We've hired creatives for their creative vision, not for their capacity to execute what a machine suggests." Focused Uses for Machine Learning Vincke had in the past broken down the team's targeted method to machine learning, categorizing its use into key pillars: Handling Monotonous Jobs: This encompasses refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species. Fast-Tracked Experimentation: Using systems to speedily create rough versions of scenarios to test concepts before complete implementation. Future Potential for Gameplay: Investigating how AI could eventually facilitate emergent gameplay, especially in simulating unforeseen permutations in a vast role-playing world. He clearly stated that central narrative disciplines — including writing — are not departments where the team is cutting creative input. Conversely, Larian is actively hiring in these exact fields. "Larian is not launching a game with AI-generated content, and we are certainly not looking at trimming down teams to replace them with AI," Vincke summarized.
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating a wave of excitement within the gaming community. However, subsequent comments from the company's figurehead have introduced nuance to the discussion, touching on the developer's stance toward machine learning. AI as a Creative Assistant, Not a Substitute In a latest message, the studio's founder outlined that the company is employing AI technology for particular preliminary purposes. These involve developing presentation materials, producing initial concept art, and creating placeholder text. Notably, Vincke made clear that the end material in the game will be authored solely by human artists. "We are writing everything manually," he stated. Our studio is constantly expanding our team of storytellers and are busily assembling narrative groups. Given that visual development is being particularly called out — we presently have over twenty artistic staff and have positions available for further creatives. Everything we do is supplementary and aimed at enabling creatives to spend greater focus on making content. Any machine learning application implemented properly is additive to a creative team routine, not a substitute for their craft. Addressing Concerns and Clarifying the Vision The revelation of AI usage at first sparked unease among a segment of the community. In reply, Vincke provided more elaboration on social media. "At Larian, we employ AI tools to explore references, just like we use the internet and art books," he explained. "During the conceptual brainstorming phase we use it as a basic framework for structure which we then swap out with hand-crafted illustrations." He continued, "We've hired creatives for their creative vision, not for their capacity to execute what a machine suggests." Focused Uses for Machine Learning Vincke had in the past broken down the team's targeted method to machine learning, categorizing its use into key pillars: Handling Monotonous Jobs: This encompasses refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species. Fast-Tracked Experimentation: Using systems to speedily create rough versions of scenarios to test concepts before complete implementation. Future Potential for Gameplay: Investigating how AI could eventually facilitate emergent gameplay, especially in simulating unforeseen permutations in a vast role-playing world. He clearly stated that central narrative disciplines — including writing — are not departments where the team is cutting creative input. Conversely, Larian is actively hiring in these exact fields. "Larian is not launching a game with AI-generated content, and we are certainly not looking at trimming down teams to replace them with AI," Vincke summarized.