The Divinity Developer Clarifies Its Implementation of AI Tools for New Divinity
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, sparking immense excitement within the player base. However, subsequent remarks from the studio's lead designer have brought a new dimension to the narrative, touching on the team's stance toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a latest message, Swen Vincke detailed that the developer is utilizing AI technology for certain preliminary purposes. These encompass fleshing out presentation materials, producing early-stage artistic references, and drafting temporary dialogue.
Crucially, Vincke stressed that the end content in the game will be crafted solely by human writers. "Larian is writing every line ourselves," he said.
We are continuously expanding our pool of storytellers and are currently assembling narrative groups.
Since visual development is being explicitly mentioned — we presently have twenty-three visual developers and have roles to fill for further artists.
Everything we do is supplementary and focused on enabling creatives to spend more time on the creative process.
Any AI system implemented properly is a boost to a artist's workflow, not a replacement for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of AI usage at first generated unease among portions of the fanbase. In response, Vincke issued more elaboration on public forums.
"Our team utilizes machine learning to research ideas, similar to we use the internet and art books," he wrote. "During the initial brainstorming phase we use it as a rough outline for layout which we then substitute with authentic illustrations."
He noted, "Larian brings on talent for their inherent skill, not for their ability to replicate what a machine suggests."
Three Pillars of Practical Application
Vincke had previously broken down the company's focused approach to AI and ML, grouping its use into key pillars:
- Handling Monotonous Jobs: This includes polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using technology to quickly build basic versions of scenarios to validate concepts before full implementation.
- Long-Term Aspirations: Investigating how machine learning could one day create innovative player agency, especially in simulating dynamic reactions in a vast role-playing world.
He specifically stated that key artistic disciplines — including music composition — are not areas where the team is replacing creative involvement. Conversely, Larian is expanding its staff in these exact roles.
"Our studio is not launching a game with machine-made assets, nor looking at reducing teams to replace them with AI," Vincke concluded.