The Divinity Developer Details Its Implementation of AI Tools for New Project

The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, sparking a wave of hype within the industry. However, recent remarks from the company's lead designer have added a new dimension to the discussion, addressing the developer's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a latest statement, the studio's founder outlined that the team is using machine learning for specific ancillary purposes. These include enhancing presentation materials, producing early-stage concept art, and creating draft copy.

Notably, Vincke emphasized that the final content in the game will be created solely by real creatives. "We are developing all the content in-house," he stated.

We are constantly growing our roster of writers and are currently assembling writing teams.

Given that this area is being explicitly called out — we currently have over twenty artistic staff and have roles to fill for additional creatives.

Each initiative we do is supplementary and aimed at enabling creatives to spend greater focus on the creative process.

Every ML tool applied correctly is additive to a developer's process, not a replacement for their skill.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology initially sparked backlash among some the community. In reply, Vincke issued additional clarification on online platforms.

"Our team utilizes these tools to research ideas, similar to we use search engines and physical media," he explained. "During the initial brainstorming phase we use it as a basic framework for layout which we then substitute with original illustrations."

He added, "Our studio recruits artists for their unique talent, not for their willingness to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had earlier outlined the team's focused strategy to AI and ML, defining its use into primary areas:

  • Automation of Tedious Tasks: This includes refining animations, voice editing, and technical processes like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to rapidly prototype basic models of mechanics to experiment with concepts prior to full production.
  • Experimental Frontiers: Researching how AI could eventually create emergent gameplay, specifically in managing dynamic reactions in a complex RPG.

He clearly noted that core creative disciplines — such as writing — are are absolutely not areas where the company is reducing creative involvement. In fact, Larian is recruiting more in these exact fields.

"Larian is neither launching a game with AI-generated content, and we are certainly not considering trimming down creatives to replace them with artificial intelligence," Vincke summarized.

Faith Thomas
Faith Thomas

A seasoned gaming analyst with over a decade of experience in casino strategy and player psychology.