The Divinity Developer Explains Its Use of AI Tools for Upcoming Divinity

The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating a wave of anticipation within the gaming community. However, follow-up statements from the studio's figurehead have introduced a new dimension to the narrative, focusing on the studio's philosophy toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a latest clarification, Swen Vincke explained that the team is using generative AI for certain supporting purposes. These involve enhancing PowerPoint slides, creating rough concept art, and writing draft text.

Notably, Vincke stressed that the end assets in the game will be crafted exclusively by human artists. "Larian is creating everything manually," he said.

We are constantly increasing our pool of storytellers and are busily putting together writing teams.

Given that visual development is being specifically mentioned — we presently have twenty-three visual developers and have roles to fill for further talent.

All our efforts we do is supplementary and focused on letting our team spend additional energy on the creative process.

Any AI system applied correctly is a boost to a artist's workflow, not a replacement for their talent.

Addressing Concerns and Clarifying the Vision

The revelation of AI usage originally sparked unease among some the community. In reaction, Vincke issued more clarification on online platforms.

"We use AI tools to gather inspiration, similar to we use the internet and art books," he explained. "During the very early planning process we use it as a basic framework for layout which we then substitute with hand-crafted artwork."

He added, "Larian brings on artists for their creative vision, not for their ability to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had previously detailed the team's practical method to machine learning, categorizing its use into three main pillars:

  • Streamlining Repetitive Work: Areas like refining animations, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
  • Accelerated Iteration: Using systems to rapidly prototype rough mock-ups of gameplay ideas to experiment with concepts prior to expensive development.
  • Future Potential for Gameplay: Exploring how AI could eventually facilitate innovative player agency, especially in managing unforeseen permutations in a complex RPG.

He specifically noted that key artistic disciplines — including music composition — are are in no way areas where the company is reducing creative input. Conversely, Larian is recruiting more in these precise fields.

"We are not shipping a game with any AI components, nor planning on cutting creatives to swap them out with artificial intelligence," Vincke concluded.

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Sonia Garcia

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