The Divinity Developer Explains Its Application of Generative AI for Upcoming Project
The studio behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating immense anticipation within the industry. However, subsequent remarks from the studio's lead designer have added a new dimension to the discussion, addressing the team's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new message, Swen Vincke detailed that the team is using machine learning for certain supporting tasks. These involve fleshing out presentation materials, creating initial concept art, and drafting draft copy.
Notably, Vincke emphasized that the final assets in the game will be crafted exclusively by actual artists. "We are writing all the content ourselves," he stated.
Our studio is continuously increasing our roster of storytellers and are currently putting together dedicated writer rooms.
Since concept art is being particularly referenced β we presently have twenty-three concept artists and have job openings for more creatives.
All our efforts we do is supplementary and focused on having people spend greater focus on the creative process.
Any machine learning application applied correctly is additive to a developer's routine, not a substitute for their craft.
Tempering Reactions with Clear Intent
The revelation of using AI at first sparked backlash among a segment of the player base. In reaction, Vincke issued further elaboration on public forums.
"We use these tools to research ideas, in the same way we use the internet and reference books," he stated. "During the very early ideation stages we use it as a rough outline for structure which we then substitute with hand-crafted illustrations."
He added, "We've hired talent for their unique talent, not for their willingness to execute what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously detailed the company's practical approach to AI and ML, defining its use into primary functions:
- Streamlining Repetitive Work: This encompasses refining animations, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to quickly build basic versions of gameplay ideas to test concepts before expensive production.
- Future Potential for Gameplay: Exploring how AI could one day enhance emergent reactivity, specifically in managing unforeseen permutations in a detailed game universe.
He specifically affirmed that key artistic areas β including visual art β are are absolutely not areas where the studio is replacing human talent. In fact, Larian is actively hiring in these precise positions.
"Larian is not shipping a game with any AI components, nor considering cutting teams to swap them out with artificial intelligence," Vincke concluded.