The Divinity Developer Details Its Implementation of Machine Learning for Upcoming Divinity
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, creating a wave of anticipation within the industry. However, follow-up statements from the studio's lead designer have brought clarity to the narrative, focusing on the studio's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a recent statement, Swen Vincke outlined that the developer is utilizing AI technology for specific preliminary purposes. These involve fleshing out pitch decks, generating rough visual ideas, and writing draft text.
Notably, Vincke made clear that the shipping content in the game will be crafted solely by real writers. "Larian is writing everything in-house," he stated.
Our studio is actively expanding our team of storytellers and are actively forming writing teams.
Given that this area is being specifically mentioned — we presently have over twenty concept artists and have roles to fill for more artists.
Each initiative we do is incremental and aimed at enabling creatives to spend additional energy on the creative process.
Every machine learning application implemented properly is a boost to a creative team routine, not a replacement for their talent.
Responding to Feedback and Defining the Path
The news of AI usage at first sparked backlash among some the community. In response, Vincke offered further clarification on online platforms.
"Our team utilizes machine learning to explore references, just like we use search engines and art books," he stated. "In the very early planning process we use it as a basic framework for layout which we then replace with authentic concept art."
He noted, "We've hired artists for their inherent skill, not for their ability to replicate what a algorithm proposes."
Three Pillars of Practical Application
Vincke had earlier detailed the company's targeted method to this technology, defining its use into primary areas:
- Handling Monotonous Jobs: This encompasses refining animations, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Accelerated Iteration: Using systems to rapidly prototype simple versions of gameplay ideas to test concepts prior to expensive production.
- Experimental Frontiers: Investigating how AI could in the future enhance emergent gameplay, specifically in managing unforeseen permutations in a complex RPG.
He explicitly noted that core creative domains — including writing — are are in no way areas where the company is cutting artistic involvement. In fact, Larian is actively hiring in these precise roles.
"Our studio is not launching a game with AI-generated content, and we are certainly not looking at cutting creatives to substitute them with artificial intelligence," Vincke summarized.