The Divinity Developer Details Its Implementation of Machine Learning for New Divinity

The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking immense anticipation within the player base. However, follow-up comments from the company's figurehead have brought nuance to the conversation, addressing the studio's approach toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a recent message, Swen Vincke outlined that the team is utilizing generative AI for particular ancillary purposes. These include fleshing out PowerPoint slides, creating initial concept art, and drafting placeholder copy.

Crucially, Vincke made clear that the end content in the game will be crafted exclusively by actual artists. "We are creating everything ourselves," he said.

We are constantly growing our roster of writers and are currently assembling narrative groups.

Given that visual development is being specifically referenced — we right now have over twenty concept artists and have roles to fill for more talent.

Everything we do is incremental and focused on having people spend greater focus on making content.

Any machine learning application applied correctly is additive to a creative team process, not a replacement for their craft.

Responding to Feedback and Defining the Path

The revelation of AI usage at first sparked unease among a segment of the community. In reaction, Vincke offered more detail on public forums.

"Our team utilizes machine learning to explore references, in the same way we use Google and reference books," he explained. "In the conceptual ideation stages we use it as a basic framework for composition which we then swap out with original concept art."

He added, "Larian brings on creatives for their inherent skill, not for their willingness to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had previously broken down the company's practical approach to machine learning, categorizing its use into three main pillars:

  • Streamlining Repetitive Work: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
  • Accelerated Iteration: Using systems to quickly build basic models of gameplay ideas to test concepts before complete implementation.
  • Long-Term Aspirations: Investigating how AI could eventually facilitate new forms of player agency, especially in managing unforeseen permutations in a detailed game universe.

He explicitly stated that core creative domains — including visual art — are are in no way fields where the studio is cutting human talent. Conversely, Larian is actively hiring in these exact roles.

"Larian is neither releasing a game with machine-made assets, and we are certainly not planning on trimming down teams to substitute them with artificial intelligence," Vincke stated definitively.

Stephanie Hill
Stephanie Hill

A passionate gamer and content creator specializing in Minecraft mods and gaming tutorials.