The Divinity Developer Explains Its Implementation of Generative AI for Next Project
The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, sparking a wave of hype within the gaming community. However, subsequent remarks from the company's lead designer have brought a new dimension to the conversation, addressing the studio's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a latest clarification, the studio's founder outlined that the team is employing AI technology for particular preliminary purposes. These encompass enhancing pitch decks, creating rough artistic references, and writing placeholder text.
Crucially, Vincke emphasized that the shipping material in the game will be authored solely by real writers. "Larian is writing all the content ourselves," he stated.
We are continuously growing our roster of concept artists and are currently assembling writing teams.
Since visual development is being explicitly called out β we presently have twenty-three concept artists and have roles to fill for additional artists.
All our efforts we do is incremental and designed to having people spend greater focus on making content.
Every ML tool implemented properly is a boost to a creative team workflow, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of using AI originally generated concern among a segment of the fanbase. In reaction, Vincke provided further detail on online platforms.
"We use AI tools to gather inspiration, just like we use Google and physical media," he wrote. "During the very early planning process we use it as a rough outline for structure which we then swap out with hand-crafted illustrations."
He continued, "Our studio recruits creatives for their creative vision, not for their capacity to follow what a AI generates."
Three Pillars of Practical Application
Vincke had in the past broken down the team's practical method to AI and ML, categorizing its use into key areas:
- Handling Monotonous Jobs: This encompasses polishing mocap data, voice editing, and technical processes like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build simple versions of gameplay ideas to test concepts prior to complete implementation.
- Future Potential for Gameplay: Investigating how machine learning could eventually create new forms of player agency, specifically in creating unforeseen permutations in a complex RPG.
He clearly affirmed that central narrative domains β including music composition β are are in no way departments where the company is cutting artistic input. In fact, Larian is expanding its staff in these very positions.
"Larian is not shipping a game with any AI components, nor planning on reducing creatives to substitute them with AI," Vincke stated definitively.