🔗 Share this article The Divinity Developer Clarifies Its Application of Generative AI for Upcoming Divinity Game The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating a wave of anticipation within the player base. However, subsequent remarks from the studio's figurehead have introduced a new dimension to the conversation, touching on the studio's stance toward machine learning. A Tool for Ideation, Not Replacement In a new clarification, the studio's founder detailed that the team is using generative AI for particular supporting purposes. These involve enhancing PowerPoint slides, producing initial artistic references, and creating placeholder text. Crucially, Vincke emphasized that the end assets in the game will be crafted exclusively by real creatives. "Larian is writing all the content in-house," he affirmed. Larian is actively growing our pool of storytellers and are currently assembling writing teams. As this area is being explicitly referenced — we right now have 23 concept artists and have positions available for additional talent. All our efforts we do is supplementary and focused on enabling creatives to spend additional energy on actual creation. Every machine learning application implemented properly is additive to a artist's process, never a stand-in for their craft. Tempering Reactions with Clear Intent The admission of AI usage initially generated concern among portions of the player base. In reply, Vincke issued additional elaboration on social media. "We use these tools to gather inspiration, in the same way we use search engines and reference books," he explained. "In the initial brainstorming phase we use it as a basic framework for structure which we then swap out with authentic concept art." He continued, "We've hired artists for their unique talent, not for their willingness to execute what a algorithm proposes." Key Areas of AI Integration Vincke had earlier broken down the team's practical strategy to machine learning, grouping its use into primary functions: Handling Monotonous Jobs: Areas like refining animations, audio processing, and Larian-specific work like retargeting animations. Rapid Prototyping ('White Boxing'): Using systems to quickly build rough mock-ups of gameplay ideas to test concepts ahead of complete implementation. Experimental Frontiers: Exploring how AI could one day create emergent player agency, specifically in managing player-driven narratives in a complex RPG. He specifically stated that core creative areas — like writing — are are in no way areas where the team is cutting human involvement. On the contrary, Larian is expanding its staff in these very positions. "Our studio is neither releasing a game with any AI components, nor considering cutting creatives to swap them out with AI," Vincke summarized.
The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, creating a wave of anticipation within the player base. However, subsequent remarks from the studio's figurehead have introduced a new dimension to the conversation, touching on the studio's stance toward machine learning. A Tool for Ideation, Not Replacement In a new clarification, the studio's founder detailed that the team is using generative AI for particular supporting purposes. These involve enhancing PowerPoint slides, producing initial artistic references, and creating placeholder text. Crucially, Vincke emphasized that the end assets in the game will be crafted exclusively by real creatives. "Larian is writing all the content in-house," he affirmed. Larian is actively growing our pool of storytellers and are currently assembling writing teams. As this area is being explicitly referenced — we right now have 23 concept artists and have positions available for additional talent. All our efforts we do is supplementary and focused on enabling creatives to spend additional energy on actual creation. Every machine learning application implemented properly is additive to a artist's process, never a stand-in for their craft. Tempering Reactions with Clear Intent The admission of AI usage initially generated concern among portions of the player base. In reply, Vincke issued additional elaboration on social media. "We use these tools to gather inspiration, in the same way we use search engines and reference books," he explained. "In the initial brainstorming phase we use it as a basic framework for structure which we then swap out with authentic concept art." He continued, "We've hired artists for their unique talent, not for their willingness to execute what a algorithm proposes." Key Areas of AI Integration Vincke had earlier broken down the team's practical strategy to machine learning, grouping its use into primary functions: Handling Monotonous Jobs: Areas like refining animations, audio processing, and Larian-specific work like retargeting animations. Rapid Prototyping ('White Boxing'): Using systems to quickly build rough mock-ups of gameplay ideas to test concepts ahead of complete implementation. Experimental Frontiers: Exploring how AI could one day create emergent player agency, specifically in managing player-driven narratives in a complex RPG. He specifically stated that core creative areas — like writing — are are in no way areas where the team is cutting human involvement. On the contrary, Larian is expanding its staff in these very positions. "Our studio is neither releasing a game with any AI components, nor considering cutting creatives to swap them out with AI," Vincke summarized.