The Divinity Developer Details Its Application of AI Tools for Next Project

The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, creating immense hype within the player base. However, subsequent comments from the studio's figurehead have added a new dimension to the narrative, focusing on the studio's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a recent clarification, Swen Vincke explained that the developer is employing AI technology for specific preliminary tasks. These involve enhancing pitch decks, generating rough artistic references, and drafting temporary text.

Crucially, Vincke made clear that the final assets in the game will be authored solely by human artists. "Larian is writing all the content in-house," he affirmed.

We are constantly growing our team of concept artists and are actively assembling dedicated writer rooms.

Given that this area is being explicitly called out — we currently have twenty-three visual developers and have job openings for additional talent.

Each initiative we do is incremental and focused on enabling creatives to spend more time on the creative process.

Every ML tool implemented properly is a boost to a creative team routine, not a substitute for their skill.

Responding to Feedback and Defining the Path

The admission of using AI originally sparked unease among a segment of the fanbase. In response, Vincke provided additional elaboration on social media.

"At Larian, we employ these tools to explore references, just like we use Google and physical media," he explained. "During the initial planning process we use it as a simple sketch for composition which we then substitute with original illustrations."

He continued, "Larian brings on artists for their unique talent, not for their willingness to replicate what a algorithm proposes."

Key Areas of AI Integration

Vincke had earlier broken down the company's targeted strategy to AI and ML, categorizing its use into primary functions:

  • Handling Monotonous Jobs: This includes refining animations, voice editing, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to speedily create simple mock-ups of mechanics to experiment with concepts ahead of complete development.
  • Long-Term Aspirations: Investigating how machine learning could eventually enhance new forms of gameplay, particularly in creating unforeseen permutations in a detailed game universe.

He explicitly stated that core creative areas — like visual art — are are in no way areas where the studio is reducing creative involvement. Conversely, Larian is expanding its staff in these precise fields.

"We are neither releasing a game with AI-generated content, and we are certainly not looking at trimming down staff to swap them out with artificial intelligence," Vincke summarized.

Nicole Martin
Nicole Martin

A seasoned gaming analyst with over a decade of experience in casino operations and player psychology, specializing in slot machine mechanics.