The Divinity Developer Details Its Application of Generative AI for Upcoming Divinity
The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating immense hype within the gaming community. However, follow-up remarks from the company's lead designer have added clarity to the conversation, addressing the developer's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a latest message, the studio's founder detailed that the team is employing generative AI for certain supporting tasks. These involve fleshing out pitch decks, creating rough artistic references, and creating draft copy.
Crucially, Vincke made clear that the final material in the game will be authored solely by human creatives. "We are developing everything ourselves," he affirmed.
Larian is actively expanding our pool of concept artists and are currently putting together writing teams.
Given that this area is being explicitly called out — we currently have twenty-three artistic staff and have positions available for additional talent.
Everything we do is incremental and focused on letting our team spend greater focus on actual creation.
Any machine learning application applied correctly is additive to a artist's workflow, not a replacement for their craft.
Tempering Reactions with Clear Intent
The admission of using AI at first provoked backlash among a segment of the fanbase. In reply, Vincke provided further elaboration on public forums.
"At Larian, we employ these tools to gather inspiration, similar to we use Google and reference books," he explained. "In the very early brainstorming phase we use it as a simple sketch for layout which we then substitute with original concept art."
He continued, "We've hired artists for their unique talent, not for their ability to execute what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously detailed the company's targeted strategy to AI and ML, defining its use into primary functions:
- Handling Monotonous Jobs: This includes motion capture cleaning, audio processing, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to rapidly prototype simple versions of gameplay ideas to experiment with concepts before full development.
- Future Potential for Gameplay: Investigating how machine learning could in the future facilitate new forms of reactivity, especially in managing unforeseen permutations in a detailed game universe.
He explicitly affirmed that core creative domains — like music composition — are are in no way departments where the company is reducing creative involvement. Conversely, Larian is expanding its staff in these exact fields.
"Our studio is not launching a game with any AI components, and we are certainly not considering cutting staff to substitute them with AI," Vincke summarized.