🔗 Share this article The Divinity Developer Explains Its Implementation of Generative AI for Upcoming Divinity The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, generating a wave of excitement within the industry. However, follow-up statements from the studio's lead designer have added nuance to the discussion, addressing the team's philosophy toward machine learning. AI as a Creative Assistant, Not a Substitute In a recent statement, Larian's director detailed that the company is using AI technology for certain preliminary purposes. These encompass fleshing out pitch decks, producing rough artistic references, and writing draft dialogue. Notably, Vincke made clear that the end assets in the game will be crafted exclusively by human writers. "Larian is writing all the content in-house," he affirmed. Our studio is constantly expanding our roster of concept artists and are busily assembling dedicated writer rooms. As concept art is being specifically mentioned — we presently have 23 visual developers and have positions available for more artists. Everything we do is supplementary and designed to letting our team spend additional energy on actual creation. Any AI system implemented properly is a boost to a developer's process, not a substitute for their talent. Tempering Reactions with Clear Intent The revelation of employing this technology originally provoked unease among portions of the fanbase. In response, Vincke provided additional elaboration on online platforms. "Our team utilizes AI tools to gather inspiration, in the same way we use the internet and art books," he wrote. "During the very early brainstorming phase we use it as a basic framework for layout which we then substitute with original concept art." He noted, "We've hired talent for their inherent skill, not for their ability to replicate what a algorithm proposes." Focused Uses for Machine Learning Vincke had in the past detailed the team's practical method to this technology, defining its use into primary areas: Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species. Accelerated Iteration: Using technology to quickly build simple models of gameplay ideas to test concepts ahead of full development. Long-Term Aspirations: Investigating how AI could in the future facilitate innovative reactivity, specifically in creating dynamic reactions in a vast role-playing world. He explicitly stated that key artistic disciplines — like writing — are are in no way areas where the team is reducing artistic input. In fact, Larian is recruiting more in these precise fields. "Larian is neither releasing a game with machine-made assets, nor planning on cutting creatives to swap them out with artificial intelligence," Vincke summarized.
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its upcoming project, generating a wave of excitement within the industry. However, follow-up statements from the studio's lead designer have added nuance to the discussion, addressing the team's philosophy toward machine learning. AI as a Creative Assistant, Not a Substitute In a recent statement, Larian's director detailed that the company is using AI technology for certain preliminary purposes. These encompass fleshing out pitch decks, producing rough artistic references, and writing draft dialogue. Notably, Vincke made clear that the end assets in the game will be crafted exclusively by human writers. "Larian is writing all the content in-house," he affirmed. Our studio is constantly expanding our roster of concept artists and are busily assembling dedicated writer rooms. As concept art is being specifically mentioned — we presently have 23 visual developers and have positions available for more artists. Everything we do is supplementary and designed to letting our team spend additional energy on actual creation. Any AI system implemented properly is a boost to a developer's process, not a substitute for their talent. Tempering Reactions with Clear Intent The revelation of employing this technology originally provoked unease among portions of the fanbase. In response, Vincke provided additional elaboration on online platforms. "Our team utilizes AI tools to gather inspiration, in the same way we use the internet and art books," he wrote. "During the very early brainstorming phase we use it as a basic framework for layout which we then substitute with original concept art." He noted, "We've hired talent for their inherent skill, not for their ability to replicate what a algorithm proposes." Focused Uses for Machine Learning Vincke had in the past detailed the team's practical method to this technology, defining its use into primary areas: Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and Larian-specific work like adjusting assets for various species. Accelerated Iteration: Using technology to quickly build simple models of gameplay ideas to test concepts ahead of full development. Long-Term Aspirations: Investigating how AI could in the future facilitate innovative reactivity, specifically in creating dynamic reactions in a vast role-playing world. He explicitly stated that key artistic disciplines — like writing — are are in no way areas where the team is reducing artistic input. In fact, Larian is recruiting more in these precise fields. "Larian is neither releasing a game with machine-made assets, nor planning on cutting creatives to swap them out with artificial intelligence," Vincke summarized.