The Divinity Developer Details Its Use of Generative AI for Upcoming Project
The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, sparking a wave of excitement within the gaming community. However, recent remarks from the studio's figurehead have introduced nuance to the conversation, addressing the developer's stance toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new clarification, Swen Vincke outlined that the developer is utilizing machine learning for specific ancillary tasks. These include fleshing out PowerPoint slides, producing rough concept art, and drafting temporary dialogue.
Notably, Vincke emphasized that the final content in the game will be crafted solely by actual creatives. "We are creating all the content manually," he stated.
Larian is constantly growing our roster of writers and are busily putting together narrative groups.
Given that concept art is being explicitly mentioned — we right now have 23 artistic staff and have roles to fill for additional talent.
Everything we do is incremental and aimed at enabling creatives to spend greater focus on the creative process.
Every machine learning application implemented properly is supplementary to a artist's routine, not a replacement for their talent.
Responding to Feedback and Defining the Path
The news of AI usage initially generated backlash among portions of the fanbase. In reaction, Vincke issued further clarification on social media.
"Our team utilizes machine learning to gather inspiration, in the same way we use search engines and physical media," he explained. "In the very early ideation stages we use it as a basic framework for layout which we then swap out with original concept art."
He added, "We've hired creatives for their inherent skill, not for their capacity to execute what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had in the past broken down the team's targeted method to AI and ML, grouping its use into three main pillars:
- Handling Monotonous Jobs: This includes refining animations, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build simple versions of gameplay ideas to experiment with concepts before expensive implementation.
- Long-Term Aspirations: Investigating how AI could eventually create emergent gameplay, especially in simulating player-driven narratives in a vast role-playing world.
He specifically noted that central narrative disciplines — including music composition — are are absolutely not areas where the team is replacing creative input. Conversely, Larian is recruiting more in these very fields.
"Our studio is not launching a game with AI-generated content, and we are certainly not considering cutting teams to replace them with AI," Vincke summarized.