The Divinity Developer Details Its Implementation of Machine Learning for Upcoming Divinity Game
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, creating significant anticipation within the gaming community. However, recent statements from the studio's lead designer have added nuance to the conversation, addressing the developer's philosophy toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a new message, the studio's founder outlined that the developer is using generative AI for certain preliminary tasks. These encompass developing presentation materials, producing rough artistic references, and drafting temporary copy.
Notably, Vincke emphasized that the shipping assets in the game will be crafted exclusively by actual creatives. "Larian is developing every line in-house," he said.
Larian is continuously increasing our team of storytellers and are busily assembling narrative groups.
Since concept art is being particularly called out — we presently have 23 artistic staff and have roles to fill for more talent.
All our efforts we do is incremental and focused on enabling creatives to spend more time on the creative process.
Any AI system implemented properly is additive to a artist's process, not a replacement for their talent.
Tempering Reactions with Clear Intent
The news of AI usage initially provoked backlash among a segment of the fanbase. In response, Vincke provided more detail on social media.
"We use AI tools to research ideas, just like we use the internet and reference books," he stated. "In the very early ideation stages we use it as a rough outline for layout which we then replace with authentic illustrations."
He added, "Our studio recruits artists for their inherent skill, not for their willingness to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had previously detailed the studio's practical approach to this technology, grouping its use into key pillars:
- Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using technology to quickly build simple mock-ups of mechanics to validate concepts prior to complete production.
- Long-Term Aspirations: Exploring how AI could eventually enhance emergent gameplay, particularly in creating player-driven narratives in a vast role-playing world.
He clearly noted that key artistic domains — including writing — are not fields where the company is cutting human talent. On the contrary, Larian is recruiting more in these very roles.
"Larian is not launching a game with machine-made assets, and we are certainly not looking at trimming down teams to substitute them with AI," Vincke concluded.