The Divinity Developer Details Its Use of AI Tools for Next Project
The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, generating immense excitement within the player base. However, recent comments from the company's lead designer have added a new dimension to the conversation, touching on the team's stance toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a recent message, Larian's director detailed that the company is using AI technology for certain ancillary functions. These involve fleshing out PowerPoint slides, creating initial artistic references, and creating temporary copy.
Crucially, Vincke made clear that the shipping assets in the game will be created entirely by actual artists. "Our team is creating every line ourselves," he said.
Our studio is actively expanding our pool of writers and are currently putting together writing teams.
Since this area is being specifically referenced — we right now have 23 concept artists and have job openings for more artists.
Everything we do is additive and focused on enabling creatives to spend more time on making content.
Any ML tool applied correctly is supplementary to a developer's process, never a stand-in for their skill.
Responding to Feedback and Defining the Path
The revelation of AI usage originally generated concern among a segment of the player base. In reaction, Vincke issued further elaboration on public forums.
"Our team utilizes these tools to research ideas, just like we use the internet and art books," he explained. "During the conceptual planning process we use it as a basic framework for composition which we then substitute with authentic concept art."
He continued, "Larian brings on creatives for their unique talent, not for their willingness to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had earlier outlined the team's focused method to this technology, grouping its use into three main functions:
- Handling Monotonous Jobs: This includes motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough versions of mechanics to test concepts prior to expensive development.
- Long-Term Aspirations: Investigating how machine learning could one day facilitate new forms of reactivity, especially in simulating player-driven narratives in a detailed game universe.
He explicitly stated that key artistic areas — such as writing — are are absolutely not departments where the studio is cutting human input. Conversely, Larian is expanding its staff in these exact fields.
"We are neither shipping a game with AI-generated content, and we are certainly not looking at cutting staff to swap them out with AI," Vincke concluded.