The Divinity Developer Explains Its Use of Generative AI for Next Divinity
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking immense anticipation within the gaming community. However, follow-up statements from the company's figurehead have added clarity to the discussion, touching on the developer's philosophy toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest clarification, the studio's founder detailed that the developer is employing AI technology for certain supporting purposes. These encompass developing presentation materials, creating rough artistic references, and creating temporary copy.
Notably, Vincke made clear that the end assets in the game will be created solely by human writers. "Our team is developing all the content ourselves," he affirmed.
We are actively increasing our team of concept artists and are currently assembling writing teams.
Since this area is being specifically called out — we presently have twenty-three concept artists and have roles to fill for additional artists.
Each initiative we do is additive and focused on letting our team spend greater focus on making content.
Every machine learning application used well is a boost to a developer's routine, never a stand-in for their skill.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology originally sparked unease among some the player base. In response, Vincke provided additional clarification on online platforms.
"At Larian, we employ these tools to gather inspiration, similar to we use Google and art books," he wrote. "In the conceptual ideation stages we use it as a rough outline for composition which we then replace with hand-crafted artwork."
He continued, "We've hired artists for their creative vision, not for their capacity to follow what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously broken down the team's focused approach to this technology, grouping its use into key pillars:
- Streamlining Repetitive Work: This encompasses polishing mocap data, voice editing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype simple models of mechanics to experiment with concepts ahead of expensive production.
- Future Potential for Gameplay: Researching how machine learning could in the future create innovative reactivity, particularly in creating unforeseen permutations in a vast role-playing world.
He specifically noted that key artistic disciplines — like writing — are not departments where the studio is reducing artistic input. On the contrary, Larian is actively hiring in these precise fields.
"We are not launching a game with any AI components, and we are certainly not looking at cutting creatives to swap them out with AI," Vincke stated definitively.