The Divinity Developer Clarifies Its Implementation of Machine Learning for New Divinity Game
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, sparking immense hype within the player base. However, subsequent comments from the company's lead designer have brought clarity to the conversation, touching on the studio's philosophy toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest message, Swen Vincke detailed that the team is utilizing generative AI for certain ancillary functions. These involve fleshing out pitch decks, producing rough visual ideas, and creating temporary text.
Crucially, Vincke made clear that the shipping assets in the game will be created entirely by actual creatives. "Our team is developing all the content ourselves," he said.
Our studio is continuously growing our team of writers and are currently forming narrative groups.
As visual development is being particularly called out — we presently have twenty-three artistic staff and have positions available for additional talent.
All our efforts we do is supplementary and designed to letting our team spend more time on the creative process.
Any AI system implemented properly is supplementary to a creative team workflow, not a substitute for their skill.
Tempering Reactions with Clear Intent
The news of employing this technology initially generated unease among a segment of the community. In response, Vincke provided further detail on public forums.
"We use AI tools to research ideas, similar to we use Google and art books," he stated. "During the initial planning process we use it as a rough outline for composition which we then swap out with authentic concept art."
He added, "We've hired talent for their unique talent, not for their capacity to execute what a AI generates."
Key Areas of AI Integration
Vincke had in the past detailed the team's focused method to machine learning, defining its use into key functions:
- Automation of Tedious Tasks: This encompasses polishing mocap data, voice editing, and Larian-specific work like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build simple mock-ups of gameplay ideas to validate concepts prior to complete production.
- Long-Term Aspirations: Exploring how machine learning could eventually facilitate innovative gameplay, specifically in managing player-driven narratives in a complex RPG.
He explicitly noted that central narrative disciplines — such as writing — are are absolutely not fields where the studio is cutting artistic talent. In fact, Larian is actively hiring in these very positions.
"Larian is neither shipping a game with machine-made assets, nor looking at cutting creatives to substitute them with artificial intelligence," Vincke stated definitively.