The Divinity Developer Clarifies Its Application of AI Tools for Upcoming Divinity Game
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, generating immense hype within the player base. However, subsequent comments from the studio's figurehead have brought a new dimension to the narrative, focusing on the developer's philosophy toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a new message, Swen Vincke outlined that the team is using generative AI for certain supporting tasks. These include enhancing PowerPoint slides, producing rough artistic references, and creating draft dialogue.
Crucially, Vincke made clear that the end assets in the game will be authored solely by human artists. "We are developing every line in-house," he affirmed.
We are continuously increasing our pool of concept artists and are busily assembling writing teams.
Since this area is being specifically mentioned — we right now have twenty-three concept artists and have roles to fill for further talent.
Each initiative we do is supplementary and designed to having people spend greater focus on making content.
Every machine learning application implemented properly is additive to a creative team process, not a replacement for their craft.
Responding to Feedback and Defining the Path
The admission of employing this technology initially sparked concern among portions of the player base. In response, Vincke offered additional clarification on social media.
"Our team utilizes AI tools to research ideas, similar to we use search engines and reference books," he explained. "During the conceptual ideation stages we use it as a rough outline for composition which we then swap out with original artwork."
He noted, "We've hired artists for their unique talent, not for their ability to replicate what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past detailed the company's focused strategy to this technology, defining its use into primary functions:
- Automation of Tedious Tasks: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Fast-Tracked Experimentation: Using tools to rapidly prototype simple versions of mechanics to experiment with concepts before expensive development.
- Long-Term Aspirations: Researching how machine learning could in the future enhance new forms of player agency, particularly in managing unforeseen permutations in a detailed game universe.
He specifically stated that core creative areas — including music composition — are not areas where the studio is reducing creative input. Conversely, Larian is expanding its staff in these exact positions.
"We are not releasing a game with machine-made assets, and we are certainly not planning on cutting teams to substitute them with AI," Vincke concluded.