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

The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking immense excitement within the industry. However, subsequent remarks from the company's figurehead have introduced a new dimension to the conversation, addressing the developer's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a recent clarification, the studio's founder outlined that the team is utilizing generative AI for specific ancillary purposes. These involve enhancing PowerPoint slides, creating rough concept art, and creating draft dialogue.

Crucially, Vincke stressed that the final content in the game will be crafted exclusively by actual creatives. "We are creating all the content in-house," he stated.

We are continuously expanding our pool of concept artists and are currently forming narrative groups.

As this area is being explicitly mentioned — we currently have over twenty visual developers and have job openings for further artists.

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 developer's workflow, never a stand-in for their talent.

Tempering Reactions with Clear Intent

The admission of employing this technology initially sparked concern among a segment of the fanbase. In reaction, Vincke issued more clarification on social media.

"Our team utilizes AI tools to explore references, in the same way we use the internet and physical media," he stated. "In the initial ideation stages we use it as a simple sketch for composition which we then replace with hand-crafted illustrations."

He noted, "Our studio recruits talent for their creative vision, not for their capacity to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past broken down the studio's targeted method to this technology, grouping its use into primary pillars:

  • Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create simple mock-ups of gameplay ideas to validate concepts ahead of full implementation.
  • Long-Term Aspirations: Investigating how machine learning could one day facilitate emergent reactivity, specifically in simulating unforeseen permutations in a complex RPG.

He specifically affirmed that key artistic disciplines — such as visual art — are are in no way areas where the studio is replacing artistic talent. On the contrary, Larian is actively hiring in these precise roles.

"Our studio is not launching a game with any AI components, nor looking at cutting creatives to substitute them with artificial intelligence," Vincke concluded.

Jeremy Jones
Jeremy Jones

A passionate slot game enthusiast with over a decade of experience in reviewing online casinos and analyzing gaming trends.