🔗 Share this article The Divinity Developer Details Its Use of AI Tools for Upcoming Divinity Game The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, creating a wave of excitement within the player base. However, subsequent statements from the studio's figurehead have added a new dimension to the narrative, addressing the team's philosophy toward AI tools. A Tool for Ideation, Not Replacement In a latest message, Swen Vincke outlined that the developer is utilizing machine learning for certain preliminary functions. These encompass fleshing out PowerPoint slides, generating initial artistic references, and creating temporary text. Notably, Vincke emphasized that the end material in the game will be crafted solely by actual creatives. "Our team is writing everything manually," he stated. Our studio is actively growing our roster of writers and are busily putting together narrative groups. Since this area is being particularly called out — we presently have twenty-three visual developers and have positions available for further creatives. Each initiative we do is supplementary and aimed at enabling creatives to spend greater focus on the creative process. Every AI system applied correctly is additive to a developer's routine, never a stand-in for their talent. Addressing Concerns and Clarifying the Vision The admission of employing this technology at first generated concern among some the community. In reaction, Vincke provided further elaboration on online platforms. "We use AI tools to explore references, just like we use Google and art books," he explained. "In the initial planning process we use it as a rough outline for layout which we then substitute with original illustrations." He noted, "Our studio recruits creatives for their unique talent, not for their capacity to replicate what a AI generates." Three Pillars of Practical Application Vincke had previously outlined the team's targeted approach to AI and ML, categorizing its use into three main functions: Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species. Accelerated Iteration: Using technology to quickly build rough versions of gameplay ideas to validate concepts before expensive production. Long-Term Aspirations: Investigating how AI could one day enhance innovative gameplay, specifically in simulating dynamic reactions in a vast role-playing world. He clearly noted that core creative areas — such as music composition — are not departments where the team is reducing human input. On the contrary, Larian is expanding its staff in these very positions. "We are not releasing a game with AI-generated content, and we are certainly not planning on trimming down staff to replace them with AI," Vincke stated definitively.
The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, creating a wave of excitement within the player base. However, subsequent statements from the studio's figurehead have added a new dimension to the narrative, addressing the team's philosophy toward AI tools. A Tool for Ideation, Not Replacement In a latest message, Swen Vincke outlined that the developer is utilizing machine learning for certain preliminary functions. These encompass fleshing out PowerPoint slides, generating initial artistic references, and creating temporary text. Notably, Vincke emphasized that the end material in the game will be crafted solely by actual creatives. "Our team is writing everything manually," he stated. Our studio is actively growing our roster of writers and are busily putting together narrative groups. Since this area is being particularly called out — we presently have twenty-three visual developers and have positions available for further creatives. Each initiative we do is supplementary and aimed at enabling creatives to spend greater focus on the creative process. Every AI system applied correctly is additive to a developer's routine, never a stand-in for their talent. Addressing Concerns and Clarifying the Vision The admission of employing this technology at first generated concern among some the community. In reaction, Vincke provided further elaboration on online platforms. "We use AI tools to explore references, just like we use Google and art books," he explained. "In the initial planning process we use it as a rough outline for layout which we then substitute with original illustrations." He noted, "Our studio recruits creatives for their unique talent, not for their capacity to replicate what a AI generates." Three Pillars of Practical Application Vincke had previously outlined the team's targeted approach to AI and ML, categorizing its use into three main functions: Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species. Accelerated Iteration: Using technology to quickly build rough versions of gameplay ideas to validate concepts before expensive production. Long-Term Aspirations: Investigating how AI could one day enhance innovative gameplay, specifically in simulating dynamic reactions in a vast role-playing world. He clearly noted that core creative areas — such as music composition — are not departments where the team is reducing human input. On the contrary, Larian is expanding its staff in these very positions. "We are not releasing a game with AI-generated content, and we are certainly not planning on trimming down staff to replace them with AI," Vincke stated definitively.