The Divinity Developer Details Its Use of Generative AI for Next Project
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, creating immense anticipation within the industry. However, recent remarks from the company's lead designer have added a new dimension to the narrative, addressing the studio's stance toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a new statement, the studio's founder detailed that the developer is utilizing generative AI for certain ancillary tasks. These include developing presentation materials, producing rough concept art, and creating placeholder text.
Notably, Vincke emphasized that the shipping content in the game will be crafted solely by human creatives. "Our team is creating all the content manually," he stated.
Larian is actively expanding our roster of concept artists and are actively forming dedicated writer rooms.
Since this area is being particularly referenced — we right now have over twenty artistic staff and have positions available for additional creatives.
Each initiative we do is additive and aimed at having people spend additional energy on actual creation.
Any machine learning application used well is supplementary to a artist's process, not a replacement for their talent.
Responding to Feedback and Defining the Path
The news of employing this technology originally sparked unease among a segment of the player base. In response, Vincke issued more elaboration on online platforms.
"At Larian, we employ AI tools to explore references, similar to we use the internet and physical media," he wrote. "During the conceptual brainstorming phase we use it as a basic framework for structure which we then swap out with hand-crafted artwork."
He continued, "Larian brings on artists for their creative vision, not for their ability to execute what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past detailed the studio's practical strategy to machine learning, defining its use into three main pillars:
- Automation of Tedious Tasks: This includes motion capture cleaning, audio processing, and technical processes like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic mock-ups of scenarios to test concepts ahead of expensive production.
- Experimental Frontiers: Investigating how machine learning could in the future facilitate new forms of reactivity, particularly in simulating dynamic reactions in a complex RPG.
He clearly stated that core creative areas — such as visual art — are not departments where the company is reducing creative input. In fact, Larian is expanding its staff in these very positions.
"Larian is not releasing a game with any AI components, and we are certainly not considering cutting creatives to substitute them with AI," Vincke stated definitively.