🔗 Share this article The Divinity Developer Details Its Implementation of AI Tools for Upcoming Divinity Game The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating immense hype within the player base. However, recent remarks from the company's co-founder have brought nuance to the discussion, touching on the studio's stance toward machine learning. AI as a Creative Assistant, Not a Substitute In a latest statement, the studio's founder outlined that the developer is using AI technology for certain ancillary tasks. These involve fleshing out presentation materials, creating early-stage visual ideas, and creating temporary text. Crucially, Vincke stressed that the shipping assets in the game will be created solely by actual creatives. "Larian is writing all the content ourselves," he stated. Larian is actively increasing our pool of concept artists and are busily forming writing teams. As concept art is being specifically called out — we currently have over twenty artistic staff and have job openings for more talent. Each initiative we do is incremental and focused on letting our team spend more time on making content. Every AI system used well is supplementary to a developer's process, not a substitute for their craft. Responding to Feedback and Defining the Path The news of using AI initially provoked backlash among some the player base. In reply, Vincke issued further clarification on online platforms. "Our team utilizes machine learning to gather inspiration, in the same way we use Google and art books," he stated. "In the conceptual planning process we use it as a rough outline for layout which we then replace with original illustrations." He noted, "We've hired talent for their unique talent, not for their willingness to execute what a algorithm proposes." Three Pillars of Practical Application Vincke had previously broken down the team's targeted method to this technology, categorizing its use into three main functions: Handling Monotonous Jobs: Areas like refining animations, voice editing, and pipeline-specific tasks like retargeting animations. Accelerated Iteration: Using tools to speedily create rough versions of gameplay ideas to experiment with concepts ahead of complete development. Future Potential for Gameplay: Researching how machine learning could eventually create emergent gameplay, specifically in creating dynamic reactions in a complex RPG. He clearly noted that central narrative areas — including writing — are are absolutely not fields where the studio is replacing artistic involvement. On the contrary, Larian is actively hiring in these exact roles. "Our studio is not launching a game with any AI components, nor looking at reducing creatives to swap them out with AI," Vincke stated definitively.
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating immense hype within the player base. However, recent remarks from the company's co-founder have brought nuance to the discussion, touching on the studio's stance toward machine learning. AI as a Creative Assistant, Not a Substitute In a latest statement, the studio's founder outlined that the developer is using AI technology for certain ancillary tasks. These involve fleshing out presentation materials, creating early-stage visual ideas, and creating temporary text. Crucially, Vincke stressed that the shipping assets in the game will be created solely by actual creatives. "Larian is writing all the content ourselves," he stated. Larian is actively increasing our pool of concept artists and are busily forming writing teams. As concept art is being specifically called out — we currently have over twenty artistic staff and have job openings for more talent. Each initiative we do is incremental and focused on letting our team spend more time on making content. Every AI system used well is supplementary to a developer's process, not a substitute for their craft. Responding to Feedback and Defining the Path The news of using AI initially provoked backlash among some the player base. In reply, Vincke issued further clarification on online platforms. "Our team utilizes machine learning to gather inspiration, in the same way we use Google and art books," he stated. "In the conceptual planning process we use it as a rough outline for layout which we then replace with original illustrations." He noted, "We've hired talent for their unique talent, not for their willingness to execute what a algorithm proposes." Three Pillars of Practical Application Vincke had previously broken down the team's targeted method to this technology, categorizing its use into three main functions: Handling Monotonous Jobs: Areas like refining animations, voice editing, and pipeline-specific tasks like retargeting animations. Accelerated Iteration: Using tools to speedily create rough versions of gameplay ideas to experiment with concepts ahead of complete development. Future Potential for Gameplay: Researching how machine learning could eventually create emergent gameplay, specifically in creating dynamic reactions in a complex RPG. He clearly noted that central narrative areas — including writing — are are absolutely not fields where the studio is replacing artistic involvement. On the contrary, Larian is actively hiring in these exact roles. "Our studio is not launching a game with any AI components, nor looking at reducing creatives to swap them out with AI," Vincke stated definitively.