🔗 Share this article The Divinity Developer Details Its Use of Generative AI for Upcoming Divinity The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, generating a wave of hype within the player base. However, recent comments from the studio's figurehead have brought clarity to the conversation, touching on the developer's approach toward machine learning. Augmenting Workflows, Not Cutting Jobs In a new message, the studio's founder outlined that the team is using AI technology for certain preliminary purposes. These involve developing pitch decks, generating early-stage artistic references, and drafting temporary text. Crucially, Vincke emphasized that the final assets in the game will be created entirely by real creatives. "Our team is writing every line ourselves," he stated. Larian is continuously growing our pool of concept artists and are currently forming writing teams. Since this area is being specifically referenced — we right now have 23 concept artists and have roles to fill for additional creatives. Each initiative we do is additive and focused on enabling creatives to spend greater focus on actual creation. Every AI system used well is supplementary to a developer's workflow, never a stand-in for their skill. Addressing Concerns and Clarifying the Vision The admission of AI usage originally generated concern among a segment of the community. In response, Vincke offered further detail on public forums. "At Larian, we employ these tools to research ideas, in the same way we use search engines and physical media," he wrote. "In the initial ideation stages we use it as a simple sketch for layout which we then swap out with original concept art." He noted, "We've hired artists for their creative vision, not for their willingness to follow what a machine suggests." Focused Uses for Machine Learning Vincke had earlier outlined the studio's focused method to this technology, categorizing its use into key functions: Handling Monotonous Jobs: This encompasses refining animations, audio processing, and pipeline-specific tasks like adjusting assets for various species. Accelerated Iteration: Using systems to quickly build basic models of mechanics to test concepts prior to complete production. Future Potential for Gameplay: Exploring how AI could eventually facilitate innovative gameplay, particularly in simulating player-driven narratives in a complex RPG. He explicitly stated that key artistic areas — including writing — are are in no way fields where the studio is cutting artistic input. In fact, Larian is expanding its staff in these precise roles. "We are neither launching a game with any AI components, nor planning on reducing staff to replace them with AI," Vincke stated definitively.
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, generating a wave of hype within the player base. However, recent comments from the studio's figurehead have brought clarity to the conversation, touching on the developer's approach toward machine learning. Augmenting Workflows, Not Cutting Jobs In a new message, the studio's founder outlined that the team is using AI technology for certain preliminary purposes. These involve developing pitch decks, generating early-stage artistic references, and drafting temporary text. Crucially, Vincke emphasized that the final assets in the game will be created entirely by real creatives. "Our team is writing every line ourselves," he stated. Larian is continuously growing our pool of concept artists and are currently forming writing teams. Since this area is being specifically referenced — we right now have 23 concept artists and have roles to fill for additional creatives. Each initiative we do is additive and focused on enabling creatives to spend greater focus on actual creation. Every AI system used well is supplementary to a developer's workflow, never a stand-in for their skill. Addressing Concerns and Clarifying the Vision The admission of AI usage originally generated concern among a segment of the community. In response, Vincke offered further detail on public forums. "At Larian, we employ these tools to research ideas, in the same way we use search engines and physical media," he wrote. "In the initial ideation stages we use it as a simple sketch for layout which we then swap out with original concept art." He noted, "We've hired artists for their creative vision, not for their willingness to follow what a machine suggests." Focused Uses for Machine Learning Vincke had earlier outlined the studio's focused method to this technology, categorizing its use into key functions: Handling Monotonous Jobs: This encompasses refining animations, audio processing, and pipeline-specific tasks like adjusting assets for various species. Accelerated Iteration: Using systems to quickly build basic models of mechanics to test concepts prior to complete production. Future Potential for Gameplay: Exploring how AI could eventually facilitate innovative gameplay, particularly in simulating player-driven narratives in a complex RPG. He explicitly stated that key artistic areas — including writing — are are in no way fields where the studio is cutting artistic input. In fact, Larian is expanding its staff in these precise roles. "We are neither launching a game with any AI components, nor planning on reducing staff to replace them with AI," Vincke stated definitively.