The Divinity Developer Details Its Implementation of Generative AI for Upcoming Divinity Game

The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating a wave of anticipation within the industry. However, subsequent statements from the studio's co-founder have introduced a new dimension to the discussion, touching on the developer's stance toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent statement, Swen Vincke explained that the company is using generative AI for certain ancillary tasks. These include developing PowerPoint slides, creating rough artistic references, and drafting draft text.

Notably, Vincke stressed that the final assets in the game will be crafted solely by real writers. "We are creating all the content ourselves," he affirmed.

Our studio is actively increasing our pool of concept artists and are busily assembling dedicated writer rooms.

As this area is being explicitly mentioned — we currently have over twenty artistic staff and have positions available for additional creatives.

Everything we do is additive and designed to having people spend more time on actual creation.

Every AI system applied correctly is a boost to a creative team workflow, not a substitute for their craft.

Responding to Feedback and Defining the Path

The admission of employing this technology at first generated backlash among portions of the player base. In reaction, Vincke issued further clarification on social media.

"Our team utilizes machine learning to gather inspiration, in the same way we use the internet and art books," he stated. "In the initial brainstorming phase we use it as a basic framework for layout which we then replace with hand-crafted illustrations."

He continued, "Our studio recruits talent for their inherent skill, not for their ability to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had earlier broken down the team's practical method to this technology, grouping its use into primary functions:

  • Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and technical processes like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to speedily create rough models of scenarios to experiment with concepts ahead of complete production.
  • Future Potential for Gameplay: Exploring how machine learning could in the future facilitate emergent reactivity, especially in simulating dynamic reactions in a detailed game universe.

He clearly noted that core creative areas — including music composition — are not fields where the team is reducing artistic input. On the contrary, Larian is recruiting more in these precise fields.

"We are neither launching a game with AI-generated content, and we are certainly not planning on trimming down creatives to replace them with AI," Vincke concluded.

Bobby Serrano
Bobby Serrano

Maya is a digital strategist with over a decade of experience in IT consulting and tech innovation, specializing in cloud infrastructure.

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