🔗 Share this article The Divinity Developer Details Its Implementation of Generative AI for Upcoming Divinity Game The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, generating significant hype within the industry. However, recent remarks from the company's figurehead have added a new dimension to the conversation, addressing the team's stance toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a latest statement, Larian's director outlined that the developer is utilizing machine learning for certain supporting purposes. These encompass enhancing presentation materials, producing early-stage visual ideas, and drafting temporary text. Notably, Vincke stressed that the end material in the game will be crafted exclusively by actual artists. "We are writing everything in-house," he stated. Larian is constantly expanding our pool of writers and are busily assembling dedicated writer rooms. Given that visual development is being specifically mentioned — we right now have 23 concept artists and have positions available for further talent. All our efforts we do is incremental and aimed at letting our team spend additional energy on making content. Every machine learning application implemented properly is supplementary to a developer's workflow, never a stand-in for their talent. Tempering Reactions with Clear Intent The revelation of using AI initially sparked backlash among some the player base. In reply, Vincke provided more detail on public forums. "Our team utilizes these tools to gather inspiration, in the same way we use search engines and physical media," he stated. "During the very early ideation stages we use it as a basic framework for composition which we then substitute with authentic artwork." He continued, "Larian brings on artists for their unique talent, not for their capacity to follow what a machine suggests." Key Areas of AI Integration Vincke had previously outlined the company's targeted strategy to AI and ML, defining its use into key areas: Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species. Fast-Tracked Experimentation: Using systems to quickly build simple mock-ups of mechanics to experiment with concepts prior to expensive development. Future Potential for Gameplay: Exploring how AI could eventually create new forms of gameplay, particularly in creating player-driven narratives in a detailed game universe. He specifically stated that central narrative domains — including music composition — are not departments where the company is reducing creative involvement. In fact, Larian is actively hiring in these very fields. "Larian is not launching a game with machine-made assets, and we are certainly not looking at trimming down teams to substitute them with AI," Vincke concluded.
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, generating significant hype within the industry. However, recent remarks from the company's figurehead have added a new dimension to the conversation, addressing the team's stance toward generative artificial intelligence. A Tool for Ideation, Not Replacement In a latest statement, Larian's director outlined that the developer is utilizing machine learning for certain supporting purposes. These encompass enhancing presentation materials, producing early-stage visual ideas, and drafting temporary text. Notably, Vincke stressed that the end material in the game will be crafted exclusively by actual artists. "We are writing everything in-house," he stated. Larian is constantly expanding our pool of writers and are busily assembling dedicated writer rooms. Given that visual development is being specifically mentioned — we right now have 23 concept artists and have positions available for further talent. All our efforts we do is incremental and aimed at letting our team spend additional energy on making content. Every machine learning application implemented properly is supplementary to a developer's workflow, never a stand-in for their talent. Tempering Reactions with Clear Intent The revelation of using AI initially sparked backlash among some the player base. In reply, Vincke provided more detail on public forums. "Our team utilizes these tools to gather inspiration, in the same way we use search engines and physical media," he stated. "During the very early ideation stages we use it as a basic framework for composition which we then substitute with authentic artwork." He continued, "Larian brings on artists for their unique talent, not for their capacity to follow what a machine suggests." Key Areas of AI Integration Vincke had previously outlined the company's targeted strategy to AI and ML, defining its use into key areas: Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species. Fast-Tracked Experimentation: Using systems to quickly build simple mock-ups of mechanics to experiment with concepts prior to expensive development. Future Potential for Gameplay: Exploring how AI could eventually create new forms of gameplay, particularly in creating player-driven narratives in a detailed game universe. He specifically stated that central narrative domains — including music composition — are not departments where the company is reducing creative involvement. In fact, Larian is actively hiring in these very fields. "Larian is not launching a game with machine-made assets, and we are certainly not looking at trimming down teams to substitute them with AI," Vincke concluded.