The Divinity Developer Clarifies Its Implementation of Generative AI for Next Divinity Game
The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, generating a wave of hype within the gaming community. However, recent comments from the studio's figurehead have introduced nuance to the discussion, focusing on the team's approach toward AI tools.
A Tool for Ideation, Not Replacement
In a new statement, the studio's founder detailed that the team is employing generative AI for certain supporting tasks. These encompass fleshing out PowerPoint slides, generating rough concept art, and writing temporary dialogue.
Notably, Vincke emphasized that the shipping content in the game will be crafted exclusively by human creatives. "Larian is writing everything manually," he affirmed.
We are continuously increasing our pool of storytellers and are busily forming dedicated writer rooms.
Since concept art is being particularly referenced — we right now have over twenty concept artists and have job openings for more creatives.
Each initiative we do is incremental and focused on letting our team spend greater focus on making content.
Every ML tool applied correctly is a boost to a creative team routine, not a substitute for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of AI usage initially provoked backlash among a segment of the fanbase. In response, Vincke issued additional elaboration on online platforms.
"Our team utilizes AI tools to research ideas, similar to we use the internet and reference books," he wrote. "During the conceptual ideation stages we use it as a rough outline for composition which we then replace with authentic concept art."
He added, "Our studio recruits creatives for their creative vision, not for their capacity to follow what a AI generates."
Three Pillars of Practical Application
Vincke had previously broken down the company's practical method to AI and ML, defining its use into key functions:
- Streamlining Repetitive Work: This encompasses motion capture cleaning, audio processing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create rough models of scenarios to experiment with concepts prior to expensive development.
- Future Potential for Gameplay: Researching how AI could one day enhance emergent gameplay, particularly in creating dynamic reactions in a detailed game universe.
He clearly stated that central narrative domains — including writing — are not fields where the studio is reducing artistic involvement. In fact, Larian is actively hiring in these very positions.
"Larian is not launching a game with machine-made assets, and we are certainly not planning on cutting staff to substitute them with AI," Vincke summarized.