The Divinity Developer Details Its Application of Machine Learning for Next Divinity
The developer behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, generating significant hype within the gaming community. However, recent statements from the studio's figurehead have introduced nuance to the conversation, touching on the studio's approach toward machine learning.
A Tool for Ideation, Not Replacement
In a latest message, Swen Vincke outlined that the developer is using AI technology for particular preliminary tasks. These include enhancing PowerPoint slides, generating early-stage concept art, and drafting draft dialogue.
Notably, Vincke emphasized that the end material in the game will be created entirely by human creatives. "Larian is writing all the content ourselves," he stated.
Larian is actively increasing our team of concept artists and are actively forming narrative groups.
Given that visual development is being particularly called out — we right now have 23 concept artists and have job openings for additional artists.
Each initiative we do is incremental and focused on enabling creatives to spend additional energy on the creative process.
Every AI system implemented properly is additive to a creative team workflow, not a substitute for their talent.
Responding to Feedback and Defining the Path
The revelation of AI usage originally generated backlash among some the fanbase. In reaction, Vincke offered further detail on online platforms.
"Our team utilizes these tools to research ideas, similar to we use search engines and art books," he wrote. "In the initial planning process we use it as a basic framework for structure which we then substitute with authentic illustrations."
He continued, "Larian brings on artists for their unique talent, not for their capacity to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had in the past outlined the studio's practical strategy to machine learning, defining its use into key areas:
- Streamlining Repetitive Work: Areas like refining animations, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to speedily create simple models of mechanics to validate concepts ahead of full implementation.
- Long-Term Aspirations: Researching how AI could eventually facilitate innovative gameplay, specifically in simulating player-driven narratives in a detailed game universe.
He explicitly stated that central narrative disciplines — such as music composition — are are in no way areas where the company is cutting artistic involvement. On the contrary, Larian is actively hiring in these exact positions.
"Larian is not launching a game with machine-made assets, and we are certainly not looking at reducing staff to substitute them with AI," Vincke concluded.