The Divinity Developer Details Its Implementation of Machine Learning for New Project
The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, sparking a wave of excitement within the gaming community. However, subsequent statements from the studio's figurehead have added nuance to the conversation, focusing on the studio's stance toward AI tools.
A Tool for Ideation, Not Replacement
In a new message, Swen Vincke explained that the developer is employing AI technology for certain preliminary functions. These encompass developing pitch decks, creating rough visual ideas, and writing placeholder dialogue.
Crucially, Vincke made clear that the final content in the game will be created exclusively by actual artists. "We are creating every line ourselves," he stated.
We are constantly expanding our pool of concept artists and are busily putting together dedicated writer rooms.
Since this area is being explicitly referenced — we right now have twenty-three artistic staff and have positions available for additional creatives.
Each initiative we do is supplementary and designed to letting our team spend additional energy on making content.
Any machine learning application implemented properly is supplementary to a creative team workflow, never a stand-in for their talent.
Addressing Concerns and Clarifying the Vision
The admission of AI usage at first generated concern among portions of the player base. In reply, Vincke provided further detail on social media.
"We use AI tools to research ideas, just like we use the internet and reference books," he wrote. "In the conceptual ideation stages we use it as a basic framework for composition which we then swap out with authentic illustrations."
He continued, "Larian brings on artists for their inherent skill, not for their willingness to replicate what a AI generates."
Focused Uses for Machine Learning
Vincke had earlier detailed the studio's targeted method to this technology, categorizing its use into three main functions:
- Streamlining Repetitive Work: Areas like polishing mocap data, voice editing, and technical processes like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build simple models of scenarios to test concepts ahead of complete implementation.
- Long-Term Aspirations: Investigating how machine learning could one day enhance innovative reactivity, especially in simulating dynamic reactions in a complex RPG.
He specifically stated that central narrative domains — like visual art — are are in no way fields where the studio is replacing human talent. On the contrary, Larian is expanding its staff in these exact fields.
"We are not launching a game with machine-made assets, nor considering trimming down teams to substitute them with artificial intelligence," Vincke stated definitively.