The Divinity Developer Explains Its Application of Machine Learning for Next Divinity Game
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, generating immense anticipation within the gaming community. However, recent comments from the company's figurehead have introduced nuance to the narrative, touching on the developer's philosophy toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent message, Swen Vincke outlined that the company is using AI technology for specific preliminary functions. These involve fleshing out PowerPoint slides, generating rough visual ideas, and drafting temporary text.
Notably, Vincke emphasized that the shipping content in the game will be crafted solely by real writers. "We are developing all the content in-house," he said.
We are actively expanding our roster of writers and are busily assembling dedicated writer rooms.
Given that concept art is being specifically referenced — we currently have over twenty artistic staff and have positions available for additional creatives.
All our efforts we do is additive and focused on having people spend more time on actual creation.
Any ML tool used well is a boost to a developer's workflow, not a substitute for their craft.
Tempering Reactions with Clear Intent
The admission of using AI initially sparked unease among portions of the fanbase. In reaction, Vincke provided more clarification on public forums.
"We use machine learning to explore references, just like we use the internet and art books," he wrote. "In the conceptual brainstorming phase we use it as a simple sketch for composition which we then replace with authentic artwork."
He added, "Larian brings on talent for their unique talent, not for their capacity to follow what a algorithm proposes."
Key Areas of AI Integration
Vincke had previously detailed the studio's practical strategy to this technology, categorizing its use into key pillars:
- Handling Monotonous Jobs: Areas like motion capture cleaning, audio processing, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using systems to speedily create rough versions of gameplay ideas to test concepts before complete implementation.
- Future Potential for Gameplay: Investigating how AI could in the future create emergent gameplay, specifically in creating dynamic reactions in a vast role-playing world.
He specifically noted that key artistic areas — including visual art — are are absolutely not areas where the company is reducing human talent. Conversely, Larian is expanding its staff in these precise fields.
"Larian is neither shipping a game with machine-made assets, and we are certainly not planning on reducing creatives to replace them with artificial intelligence," Vincke summarized.