The Divinity Developer Explains Its Application of Generative AI for Next Project

The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, generating a wave of hype within the industry. However, follow-up statements from the studio's co-founder have brought clarity to the narrative, touching on the team's philosophy toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Swen Vincke detailed that the company is employing AI technology for particular preliminary tasks. These encompass fleshing out PowerPoint slides, creating initial visual ideas, and writing placeholder dialogue.

Crucially, Vincke emphasized that the final material in the game will be crafted entirely by real creatives. "Our team is creating all the content manually," he said.

Larian is actively expanding our roster of concept artists and are busily assembling writing teams.

Given that this area is being particularly referenced — we presently have twenty-three visual developers and have roles to fill for further creatives.

Everything we do is additive and aimed at enabling creatives to spend additional energy on the creative process.

Every ML tool used well is additive to a artist's routine, not a replacement for their talent.

Responding to Feedback and Defining the Path

The news of employing this technology initially provoked backlash among portions of the fanbase. In reaction, Vincke offered additional clarification on public forums.

"Our team utilizes AI tools to research ideas, just like we use search engines and reference books," he wrote. "In the very early planning process we use it as a simple sketch for composition which we then swap out with original artwork."

He continued, "Our studio recruits creatives for their creative vision, not for their ability to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had earlier broken down the studio's practical method to this technology, categorizing its use into primary pillars:

  • Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic models of gameplay ideas to validate concepts before complete development.
  • Experimental Frontiers: Exploring how machine learning could in the future facilitate innovative gameplay, specifically in creating dynamic reactions in a vast role-playing world.

He specifically noted that key artistic domains — like music composition — are are absolutely not departments where the company is replacing creative talent. In fact, Larian is expanding its staff in these precise roles.

"We are not launching a game with machine-made assets, nor looking at trimming down creatives to replace them with artificial intelligence," Vincke stated definitively.

Leslie Norris
Leslie Norris

Lena Schmidt is a senior industrial engineer with over 15 years of experience in automation and process optimization, specializing in sustainable manufacturing practices.