The Divinity Developer Details Its Use of AI Tools for New Project
The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, generating a wave of hype within the industry. However, follow-up remarks from the company's co-founder have introduced a new dimension to the conversation, focusing on the studio's stance toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a recent clarification, Larian's director explained that the team is employing generative AI for particular supporting tasks. These encompass enhancing pitch decks, creating early-stage visual ideas, and drafting draft text.
Importantly, Vincke stressed that the final content in the game will be authored exclusively by real creatives. "We are developing all the content ourselves," he stated.
We are continuously increasing our pool of writers and are actively assembling writing teams.
Since concept art is being particularly called out — we right now have over twenty visual developers and have job openings for more talent.
All our efforts we do is supplementary and aimed at having people spend more time on making content.
Every ML tool applied correctly is supplementary to a creative team routine, not a replacement for their talent.
Tempering Reactions with Clear Intent
The admission of employing this technology originally sparked unease among a segment of the fanbase. In response, Vincke offered further detail on online platforms.
"We use AI tools to research ideas, just like we use Google and physical media," he stated. "In the conceptual brainstorming phase we use it as a rough outline for layout which we then swap out with authentic artwork."
He added, "Our studio recruits artists for their unique talent, not for their capacity to replicate what a machine suggests."
Three Pillars of Practical Application
Vincke had in the past broken down the studio's practical strategy to this technology, categorizing its use into key pillars:
- Streamlining Repetitive Work: This includes motion capture cleaning, dialogue cleanup, and technical processes like retargeting animations.
- Fast-Tracked Experimentation: Using systems to speedily create rough mock-ups of mechanics to test concepts prior to complete production.
- Future Potential for Gameplay: Researching how AI could in the future facilitate new forms of reactivity, particularly in creating dynamic reactions in a detailed game universe.
He explicitly noted that central narrative domains — including writing — are are absolutely not departments where the team is reducing artistic involvement. In fact, Larian is actively hiring in these precise fields.
"Larian is neither releasing a game with any AI components, nor looking at reducing teams to replace them with artificial intelligence," Vincke stated definitively.