The Divinity Developer Details Its Use of Machine Learning for Next Divinity
The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its upcoming project, generating significant excitement within the industry. However, follow-up remarks from the studio's lead designer have added nuance to the conversation, focusing on the team's approach toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a recent clarification, the studio's founder outlined that the team is using machine learning for particular preliminary purposes. These involve developing PowerPoint slides, creating rough artistic references, and writing temporary copy.
Importantly, Vincke made clear that the end content in the game will be authored entirely by real artists. "Larian is developing everything manually," he said.
We are constantly increasing our team of writers and are busily assembling narrative groups.
As visual development is being particularly mentioned — we currently have over twenty visual developers and have positions available for further artists.
All our efforts we do is incremental and aimed at enabling creatives to spend more time on actual creation.
Every AI system applied correctly is a boost to a creative team process, not a substitute for their skill.
Tempering Reactions with Clear Intent
The revelation of AI usage at first generated backlash among some the player base. In reply, Vincke provided further elaboration on online platforms.
"At Larian, we employ AI tools to gather inspiration, similar to we use Google and physical media," he stated. "During the conceptual ideation stages we use it as a rough outline for structure which we then substitute with original concept art."
He added, "We've hired artists for their inherent skill, not for their ability to replicate what a AI generates."
Three Pillars of Practical Application
Vincke had in the past broken down the team's focused method to AI and ML, grouping its use into three main pillars:
- Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic models of gameplay ideas to validate concepts ahead of full development.
- Long-Term Aspirations: Exploring how AI could one day facilitate emergent player agency, specifically in simulating dynamic reactions in a vast role-playing world.
He specifically affirmed that central narrative disciplines — including visual art — are are absolutely not fields where the company is cutting creative talent. In fact, Larian is recruiting more in these precise fields.
"Our studio is not releasing a game with machine-made assets, and we are certainly not looking at trimming down teams to substitute them with artificial intelligence," Vincke concluded.