The Divinity Developer Explains Its Application of AI Tools for New Divinity Game
The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, sparking immense anticipation within the player base. However, follow-up comments from the company's figurehead have brought clarity to the conversation, addressing the team's approach toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new statement, Larian's director detailed that the company is utilizing AI technology for particular supporting tasks. These include enhancing pitch decks, producing rough concept art, and writing temporary text.
Importantly, Vincke stressed that the end content in the game will be crafted exclusively by human artists. "Our team is writing everything in-house," he said.
Larian is constantly expanding our pool of concept artists and are actively putting together narrative groups.
Since concept art is being particularly referenced — we presently have 23 artistic staff and have roles to fill for further talent.
All our efforts we do is supplementary and aimed at letting our team spend more time on the creative process.
Any machine learning application implemented properly is a boost to a artist's routine, not a replacement for their skill.
Addressing Concerns and Clarifying the Vision
The revelation of using AI originally sparked backlash among a segment of the community. In reaction, Vincke offered more elaboration on online platforms.
"At Larian, we employ machine learning to research ideas, similar to we use search engines and art books," he explained. "In the very early planning process we use it as a basic framework for composition which we then swap out with original artwork."
He continued, "Our studio recruits creatives for their unique talent, not for their capacity to replicate what a machine suggests."
Key Areas of AI Integration
Vincke had in the past outlined the team's practical method to machine learning, categorizing its use into primary areas:
- Automation of Tedious Tasks: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like retargeting animations.
- Fast-Tracked Experimentation: Using systems to speedily create simple models of gameplay ideas to test concepts ahead of expensive production.
- Experimental Frontiers: Researching how AI could one day enhance innovative gameplay, especially in managing player-driven narratives in a complex RPG.
He clearly affirmed that key artistic domains — including writing — are are in no way departments where the team is reducing human involvement. In fact, Larian is expanding its staff in these very fields.
"Our studio is not launching a game with machine-made assets, and we are certainly not looking at trimming down staff to swap them out with artificial intelligence," Vincke stated definitively.