The Divinity Developer Explains Its Application of Machine Learning for Next Divinity
The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, generating a wave of excitement within the industry. However, follow-up statements from the studio's lead designer have added clarity to the discussion, addressing the developer's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a latest statement, Larian's director detailed that the team is using generative AI for particular preliminary tasks. These encompass enhancing presentation materials, generating early-stage visual ideas, and drafting placeholder text.
Importantly, Vincke made clear that the final content in the game will be created entirely by actual creatives. "Larian is writing all the content manually," he said.
Our studio is actively growing our team of writers and are busily forming writing teams.
Since visual development is being specifically mentioned — we right now have 23 visual developers and have job openings for more artists.
Each initiative we do is additive and focused on having people spend greater focus on actual creation.
Every ML tool applied correctly is additive to a artist's process, not a replacement for their craft.
Responding to Feedback and Defining the Path
The admission of using AI initially generated unease among portions of the fanbase. In reply, Vincke provided additional elaboration on social media.
"At Larian, we employ AI tools to gather inspiration, just like we use Google and art books," he explained. "In the conceptual ideation stages we use it as a simple sketch for layout which we then substitute with hand-crafted illustrations."
He added, "We've hired artists for their creative vision, not for their capacity to execute what a machine suggests."
Key Areas of AI Integration
Vincke had earlier detailed the team's focused strategy to AI and ML, grouping its use into key pillars:
- Handling Monotonous Jobs: This includes polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create simple models of mechanics to experiment with concepts ahead of expensive production.
- Long-Term Aspirations: Exploring how machine learning could in the future create new forms of reactivity, especially in managing player-driven narratives in a vast role-playing world.
He specifically stated that key artistic disciplines — including writing — are are in no way fields where the company is replacing human talent. On the contrary, Larian is expanding its staff in these precise roles.
"We are not releasing a game with any AI components, nor looking at reducing creatives to replace them with AI," Vincke concluded.