The Divinity Developer Explains Its Use of AI Tools for New Divinity

The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, generating immense anticipation within the player base. However, recent comments from the company's figurehead have added nuance to the conversation, focusing on the studio's stance toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent message, Swen Vincke detailed that the team is employing AI technology for particular ancillary functions. These include fleshing out presentation materials, generating initial artistic references, and creating placeholder text.

Notably, Vincke emphasized that the final assets in the game will be crafted entirely by actual writers. "Larian is creating every line ourselves," he said.

Larian is constantly growing our roster of storytellers and are busily assembling narrative groups.

Given that visual development is being specifically referenced — we currently have twenty-three visual developers and have positions available for further creatives.

Everything we do is additive and focused on having people spend additional energy on actual creation.

Any ML tool used well is additive to a developer's process, not a replacement for their talent.

Tempering Reactions with Clear Intent

The revelation of employing this technology originally sparked backlash among a segment of the fanbase. In response, Vincke provided further elaboration on online platforms.

"Our team utilizes machine learning to gather inspiration, in the same way we use Google and art books," he wrote. "In the very early ideation stages we use it as a simple sketch for structure which we then swap out with authentic illustrations."

He noted, "Larian brings on artists for their inherent skill, not for their capacity to follow what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past broken down the team's targeted method to machine learning, categorizing its use into key areas:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and Larian-specific work like adjusting assets for various species.
  • Accelerated Iteration: Using tools to rapidly prototype simple versions of scenarios to test concepts prior to expensive implementation.
  • Long-Term Aspirations: Investigating how machine learning could eventually enhance emergent reactivity, especially in simulating unforeseen permutations in a complex RPG.

He explicitly noted that central narrative areas — like visual art — are not fields where the company is replacing human input. On the contrary, Larian is recruiting more in these very roles.

"We are not shipping a game with any AI components, nor considering cutting creatives to substitute them with artificial intelligence," Vincke stated definitively.

Kurt Thornton
Kurt Thornton

A passionate card game strategist and writer, sharing expert tips and engaging stories to enhance your gaming experience.