The Divinity Developer Clarifies Its Use of Machine Learning for New Divinity
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, creating immense anticipation within the gaming community. However, follow-up statements from the studio's lead designer have introduced a new dimension to the discussion, touching on the team's philosophy toward machine learning.
A Tool for Ideation, Not Replacement
In a new message, the studio's founder outlined that the team is employing generative AI for particular supporting functions. These encompass developing PowerPoint slides, generating early-stage concept art, and drafting placeholder copy.
Importantly, Vincke made clear that the final assets in the game will be authored entirely by real artists. "Larian is developing all the content ourselves," he stated.
We are actively growing our pool of writers and are busily putting together writing teams.
Given that this area is being explicitly called out — we currently have twenty-three visual developers and have job openings for additional artists.
All our efforts we do is supplementary and aimed at letting our team spend additional energy on making content.
Any machine learning application applied correctly is supplementary to a artist's workflow, not a substitute for their craft.
Tempering Reactions with Clear Intent
The revelation of employing this technology at first provoked concern among a segment of the community. In reaction, Vincke provided more elaboration on social media.
"We use AI tools to gather inspiration, similar to we use Google and physical media," he wrote. "In the initial brainstorming phase we use it as a basic framework for structure which we then substitute with authentic artwork."
He added, "Our studio recruits talent for their unique talent, not for their capacity to replicate what a AI generates."
Key Areas of AI Integration
Vincke had earlier broken down the studio's practical approach to AI and ML, grouping its use into three main areas:
- Streamlining Repetitive Work: This encompasses refining animations, voice editing, and pipeline-specific tasks like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype basic mock-ups of scenarios to test concepts ahead of full implementation.
- Experimental Frontiers: Exploring how machine learning could one day facilitate innovative player agency, especially in simulating dynamic reactions in a detailed game universe.
He specifically noted that core creative disciplines — like writing — are not fields where the company is reducing creative input. Conversely, Larian is actively hiring in these exact positions.
"Larian is not shipping a game with any AI components, and we are certainly not planning on trimming down staff to replace them with AI," Vincke summarized.