The Divinity Developer Details Its Application of Generative AI for Next Divinity

The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, creating a wave of hype within the player base. However, follow-up comments from the company's co-founder have brought nuance to the narrative, focusing on the developer's stance toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a new statement, Swen Vincke detailed that the company is employing machine learning for certain ancillary functions. These encompass developing PowerPoint slides, creating initial artistic references, and creating placeholder text.

Notably, Vincke emphasized that the end content in the game will be crafted solely by human writers. "Our team is creating every line in-house," he affirmed.

Larian is actively expanding our pool of concept artists and are currently putting together dedicated writer rooms.

Given that concept art is being particularly referenced — we currently have over twenty artistic staff and have positions available for further artists.

Each initiative we do is incremental and aimed at letting our team spend greater focus on making content.

Any AI system applied correctly is supplementary to a creative team routine, not a replacement for their skill.

Responding to Feedback and Defining the Path

The news of employing this technology initially provoked backlash among some the community. In reply, Vincke issued more elaboration on social media.

"We use machine learning to gather inspiration, similar to we use search engines and reference books," he explained. "During the initial brainstorming phase we use it as a basic framework for layout which we then swap out with hand-crafted artwork."

He added, "Our studio recruits artists for their inherent skill, not for their willingness to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had earlier detailed the studio's targeted method to machine learning, defining its use into key pillars:

  • Automation of Tedious Tasks: This includes motion capture cleaning, dialogue cleanup, and technical processes like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to quickly build simple models of gameplay ideas to test concepts before expensive implementation.
  • Experimental Frontiers: Researching how machine learning could one day enhance emergent reactivity, specifically in creating unforeseen permutations in a detailed game universe.

He clearly affirmed that core creative areas — such as visual art — are are in no way fields where the company is cutting human talent. Conversely, Larian is expanding its staff in these very positions.

"Larian is not shipping a game with AI-generated content, nor considering reducing teams to replace them with artificial intelligence," Vincke stated definitively.

Stephanie Roberts
Stephanie Roberts

Lena is a seasoned sports analyst with over a decade of experience in betting strategies and statistical modeling.