The Divinity Developer Details Its Use of Generative AI for Upcoming Project
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, sparking a wave of excitement within the player base. However, subsequent comments from the studio's lead designer have introduced clarity to the narrative, touching on the developer's philosophy toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new statement, Swen Vincke explained that the company is utilizing machine learning for particular ancillary purposes. These encompass fleshing out PowerPoint slides, generating initial concept art, and drafting draft text.
Notably, Vincke emphasized that the end assets in the game will be authored exclusively by actual writers. "We are writing every line in-house," he stated.
Larian is constantly increasing our team of storytellers and are busily assembling writing teams.
Since this area is being particularly mentioned — we presently have 23 artistic staff and have roles to fill for further talent.
Everything we do is incremental and designed to letting our team spend greater focus on making content.
Any ML tool implemented properly is additive to a developer's workflow, not a substitute for their talent.
Tempering Reactions with Clear Intent
The revelation of employing this technology originally provoked concern among a segment of the fanbase. In reaction, Vincke issued additional clarification on online platforms.
"At Larian, we employ AI tools to gather inspiration, in the same way we use the internet and reference books," he explained. "In the conceptual brainstorming phase we use it as a rough outline for layout which we then substitute with hand-crafted artwork."
He added, "Larian brings on artists for their inherent skill, not for their capacity to follow what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier broken down the team's practical approach to this technology, categorizing its use into primary functions:
- Automation of Tedious Tasks: Areas like polishing mocap data, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype rough versions of gameplay ideas to test concepts prior to complete production.
- Future Potential for Gameplay: Investigating how machine learning could in the future create new forms of player agency, particularly in creating unforeseen permutations in a complex RPG.
He clearly affirmed that core creative disciplines — such as writing — are are in no way fields where the team is cutting creative input. Conversely, Larian is expanding its staff in these exact roles.
"We are not launching a game with machine-made assets, nor planning on trimming down creatives to replace them with AI," Vincke stated definitively.