The Divinity Developer Explains Its Implementation of AI Tools for Upcoming Project
The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, sparking immense anticipation within the industry. However, recent comments from the studio's co-founder have introduced nuance to the discussion, touching on the developer's stance toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a recent statement, Swen Vincke explained that the developer is using generative AI for certain preliminary tasks. These include fleshing out pitch decks, generating early-stage concept art, and creating placeholder copy.
Notably, Vincke stressed that the final material in the game will be created entirely by real writers. "We are developing all the content ourselves," he affirmed.
We are continuously increasing our pool of writers and are currently forming narrative groups.
Since this area is being particularly mentioned — we presently have over twenty visual developers and have job openings for additional talent.
All our efforts we do is supplementary and focused on enabling creatives to spend additional energy on making content.
Any AI system implemented properly is supplementary to a artist's process, never a stand-in for their skill.
Addressing Concerns and Clarifying the Vision
The revelation of using AI originally generated backlash among some the player base. In reaction, Vincke offered more clarification on public forums.
"Our team utilizes machine learning to explore references, in the same way we use search engines and reference books," he explained. "During the initial brainstorming phase we use it as a simple sketch for composition which we then replace with hand-crafted illustrations."
He added, "We've hired talent for their creative vision, not for their ability to replicate what a AI generates."
Three Pillars of Practical Application
Vincke had previously detailed the team's practical method to machine learning, categorizing its use into three main areas:
- Handling Monotonous Jobs: This encompasses refining animations, dialogue cleanup, and technical processes like retargeting animations.
- Fast-Tracked Experimentation: Using technology to quickly build simple mock-ups of scenarios to test concepts prior to full production.
- Future Potential for Gameplay: Exploring how AI could in the future create innovative reactivity, specifically in managing player-driven narratives in a detailed game universe.
He explicitly stated that key artistic domains — such as visual art — are are in no way departments where the company is cutting human input. On the contrary, Larian is recruiting more in these precise fields.
"We are neither launching a game with any AI components, nor considering reducing teams to swap them out with artificial intelligence," Vincke stated definitively.