The Divinity Developer Explains Its Implementation of Machine Learning for Next Divinity Game
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, generating immense excitement within the gaming community. However, subsequent comments from the company's lead designer have introduced a new dimension to the narrative, focusing on the studio's philosophy toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest message, Larian's director explained that the company is using AI technology for particular ancillary tasks. These include enhancing PowerPoint slides, creating initial visual ideas, and drafting draft dialogue.
Notably, Vincke emphasized that the shipping content in the game will be created exclusively by real artists. "Our team is creating every line in-house," he said.
Larian is constantly increasing our pool of concept artists and are currently forming narrative groups.
Since visual development is being specifically called out — we currently have 23 concept artists and have positions available for more artists.
Everything we do is incremental and focused on enabling creatives to spend greater focus on actual creation.
Any machine learning application used well is supplementary to a artist's routine, never a stand-in for their craft.
Responding to Feedback and Defining the Path
The news of using AI initially provoked unease among a segment of the community. In reaction, Vincke provided additional detail on online platforms.
"Our team utilizes machine learning to gather inspiration, in the same way we use Google and reference books," he wrote. "During the very early planning process we use it as a simple sketch for structure which we then swap out with original artwork."
He continued, "Our studio recruits creatives for their unique talent, not for their capacity to execute what a AI generates."
Key Areas of AI Integration
Vincke had earlier broken down the team's targeted approach to machine learning, grouping its use into primary functions:
- Handling Monotonous Jobs: This encompasses motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to quickly build basic versions of gameplay ideas to validate concepts ahead of complete implementation.
- Experimental Frontiers: Researching how machine learning could eventually create innovative gameplay, especially in simulating dynamic reactions in a detailed game universe.
He specifically noted that key artistic areas — such as writing — are are in no way fields where the team is cutting artistic talent. On the contrary, Larian is expanding its staff in these very positions.
"Larian is not releasing a game with any AI components, and we are certainly not looking at reducing staff to replace them with artificial intelligence," Vincke stated definitively.