The Divinity Developer Explains Its Implementation of Machine Learning for Next Divinity
The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, creating a wave of hype within the player base. However, subsequent statements from the studio's figurehead have brought nuance to the discussion, addressing the developer's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a new message, Swen Vincke explained that the developer is utilizing machine learning for specific supporting functions. These involve enhancing pitch decks, creating initial visual ideas, and drafting placeholder copy.
Crucially, Vincke made clear that the final content in the game will be crafted solely by actual creatives. "We are writing all the content ourselves," he said.
We are continuously increasing our pool of writers and are actively assembling narrative groups.
As this area is being particularly called out — we right now have 23 concept artists and have job openings for additional artists.
All our efforts we do is additive and aimed at enabling creatives to spend more time on the creative process.
Every AI system used well is supplementary to a creative team workflow, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of AI usage originally generated concern among portions of the player base. In reply, Vincke provided further elaboration on public forums.
"At Larian, we employ these tools to gather inspiration, in the same way we use Google and art books," he wrote. "In the very early brainstorming phase we use it as a simple sketch for layout which we then substitute with original concept art."
He continued, "Our studio recruits artists for their creative vision, not for their ability to follow what a algorithm proposes."
Key Areas of AI Integration
Vincke had in the past broken down the team's targeted strategy to this technology, categorizing its use into primary areas:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
- Accelerated Iteration: Using tools to quickly build basic models of gameplay ideas to experiment with concepts prior to complete development.
- Long-Term Aspirations: Exploring how AI could one day create new forms of reactivity, specifically in simulating dynamic reactions in a complex RPG.
He specifically noted that key artistic domains — such as visual art — are not areas where the company is reducing human involvement. Conversely, Larian is recruiting more in these precise positions.
"Our studio is not releasing a game with machine-made assets, nor planning on trimming down staff to swap them out with AI," Vincke stated definitively.