The Divinity Developer Clarifies Its Implementation of AI Tools for Upcoming Project

The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, sparking significant anticipation within the industry. However, subsequent comments from the company's figurehead have added a new dimension to the narrative, addressing the studio's philosophy toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a new clarification, Larian's director outlined that the company is utilizing AI technology for particular supporting functions. These involve developing PowerPoint slides, creating early-stage visual ideas, and creating placeholder dialogue.

Notably, Vincke emphasized that the final assets in the game will be crafted entirely by human creatives. "We are developing every line manually," he affirmed.

We are actively increasing our roster of writers and are busily putting together narrative groups.

Given that visual development is being explicitly called out — we presently have twenty-three concept artists and have roles to fill for additional talent.

Everything we do is incremental and designed to letting our team spend greater focus on the creative process.

Any AI system used well is a boost to a developer's workflow, not a replacement for their talent.

Responding to Feedback and Defining the Path

The revelation of AI usage originally sparked concern among some the fanbase. In response, Vincke issued additional clarification on social media.

"At Larian, we employ machine learning to gather inspiration, in the same way we use search engines and reference books," he wrote. "In the conceptual ideation stages we use it as a basic framework for composition which we then swap out with hand-crafted artwork."

He noted, "We've hired creatives for their inherent skill, not for their ability to follow what a machine suggests."

Key Areas of AI Integration

Vincke had previously detailed the studio's focused method to machine learning, defining its use into primary functions:

  • Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to speedily create basic versions of scenarios to experiment with concepts before full production.
  • Long-Term Aspirations: Researching how AI could eventually facilitate new forms of reactivity, specifically in managing dynamic reactions in a complex RPG.

He specifically noted that core creative domains — like writing — are are in no way departments where the company is cutting creative involvement. On the contrary, Larian is actively hiring in these exact fields.

"Our studio is not launching a game with machine-made assets, and we are certainly not considering reducing creatives to substitute them with AI," Vincke concluded.

John Cole
John Cole

A tech journalist with over a decade of experience covering digital innovations and consumer electronics.

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