The Divinity Developer Clarifies Its Implementation of AI Tools for Upcoming Divinity
The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, generating a wave of excitement within the player base. However, subsequent comments from the company's lead designer have brought clarity to the narrative, focusing on the developer's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a recent message, Swen Vincke detailed that the team is utilizing machine learning for particular ancillary tasks. These encompass fleshing out presentation materials, producing early-stage artistic references, and drafting temporary copy.
Crucially, Vincke emphasized that the shipping material in the game will be created solely by real artists. "Our team is writing all the content in-house," he stated.
We are continuously increasing our pool of writers and are currently forming dedicated writer rooms.
As this area is being specifically called out — we currently have over twenty visual developers and have roles to fill for additional creatives.
All our efforts we do is supplementary and aimed at having people spend additional energy on the creative process.
Any AI system used well is a boost to a developer's routine, not a replacement for their craft.
Addressing Concerns and Clarifying the Vision
The admission of using AI initially sparked concern among a segment of the player base. In reply, Vincke provided additional detail on public forums.
"Our team utilizes these tools to research ideas, similar to we use search engines and physical media," he stated. "During the initial planning process we use it as a simple sketch for layout which we then replace with original artwork."
He continued, "We've hired talent for their creative vision, not for their capacity to execute what a machine suggests."
Key Areas of AI Integration
Vincke had in the past detailed the team's targeted strategy to machine learning, defining its use into primary areas:
- Automation of Tedious Tasks: Areas like polishing mocap data, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using technology to speedily create simple models of scenarios to validate concepts ahead of expensive implementation.
- Future Potential for Gameplay: Researching how machine learning could in the future create emergent player agency, specifically in managing player-driven narratives in a vast role-playing world.
He specifically affirmed that core creative domains — including music composition — are not fields where the team is cutting artistic input. In fact, Larian is recruiting more in these precise roles.
"Larian is not releasing a game with any AI components, and we are certainly not planning on trimming down staff to replace them with artificial intelligence," Vincke stated definitively.