The Divinity Developer Clarifies Its Implementation of Generative AI for New Project
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just unveiled its upcoming project, generating a wave of anticipation within the industry. However, subsequent remarks from the company's figurehead have introduced nuance to the discussion, touching on the developer's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent statement, the studio's founder detailed that the company is employing machine learning for certain preliminary purposes. These encompass enhancing PowerPoint slides, creating early-stage visual ideas, and writing temporary copy.
Notably, Vincke stressed that the shipping assets in the game will be authored solely by human writers. "We are writing all the content manually," he said.
Our studio is actively growing our team of storytellers and are currently forming writing teams.
As concept art is being particularly referenced — we currently have twenty-three visual developers and have job openings for more artists.
All our efforts we do is incremental and designed to letting our team spend more time on actual creation.
Any machine learning application used well is a boost to a artist's routine, never a stand-in for their skill.
Addressing Concerns and Clarifying the Vision
The news of AI usage at first sparked unease among portions of the community. In reply, Vincke issued more clarification on online platforms.
"We use these tools to explore references, just like we use search engines and art books," he stated. "During the initial brainstorming phase we use it as a rough outline for layout which we then replace with hand-crafted concept art."
He continued, "Larian brings on talent for their creative vision, not for their ability to execute what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had earlier broken down the team's focused method to machine learning, defining its use into key areas:
- Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and technical processes like retargeting animations.
- Fast-Tracked Experimentation: Using systems to speedily create basic versions of gameplay ideas to experiment with concepts ahead of expensive implementation.
- Experimental Frontiers: Investigating how machine learning could eventually enhance innovative reactivity, specifically in simulating unforeseen permutations in a vast role-playing world.
He specifically noted that core creative areas — like music composition — are are in no way areas where the team is cutting artistic input. On the contrary, Larian is expanding its staff in these exact fields.
"Larian is not shipping a game with AI-generated content, and we are certainly not looking at cutting teams to substitute them with AI," Vincke summarized.