The Divinity Developer Details Its Use of Generative AI for New Project
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, generating a wave of anticipation within the gaming community. However, recent remarks from the studio's co-founder have brought clarity to the discussion, touching on the developer's philosophy toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest clarification, Swen Vincke detailed that the team is utilizing machine learning for specific supporting functions. These include developing pitch decks, generating early-stage artistic references, and writing placeholder text.
Notably, Vincke emphasized that the final material in the game will be crafted entirely by actual creatives. "Larian is creating all the content in-house," he stated.
Our studio is constantly increasing our roster of concept artists and are busily assembling dedicated writer rooms.
Given that this area is being explicitly mentioned — we currently have twenty-three artistic staff and have job openings for further creatives.
Each initiative we do is incremental and designed to having people spend more time on actual creation.
Any AI system used well is a boost to a creative team routine, not a replacement for their skill.
Responding to Feedback and Defining the Path
The news of employing this technology at first sparked concern among some the community. In response, Vincke provided further detail on social media.
"At Larian, we employ these tools to explore references, similar to we use search engines and reference books," he explained. "During the conceptual planning process we use it as a rough outline for layout which we then swap out with original artwork."
He continued, "Larian brings on talent for their creative vision, not for their capacity to follow what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had earlier outlined the studio's practical approach to this technology, categorizing its use into key areas:
- Handling Monotonous Jobs: This encompasses refining animations, audio processing, and Larian-specific work like adapting animations for different models.
- Accelerated Iteration: Using systems to speedily create rough versions of mechanics to validate concepts before full implementation.
- Experimental Frontiers: Investigating how AI could eventually facilitate new forms of gameplay, particularly in managing dynamic reactions in a complex RPG.
He clearly stated that key artistic areas — such as music composition — are are in no way areas where the company is reducing artistic input. Conversely, Larian is recruiting more in these very fields.
"We are neither launching a game with machine-made assets, nor planning on cutting teams to swap them out with AI," Vincke summarized.