The Divinity Developer Clarifies Its Implementation of Machine Learning for Upcoming Divinity Game
The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, generating a wave of anticipation within the gaming community. However, recent comments from the company's co-founder have brought a new dimension to the narrative, focusing on the studio's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a new clarification, the studio's founder detailed that the company is using AI technology for particular supporting functions. These encompass fleshing out presentation materials, producing rough concept art, and creating temporary copy.
Notably, Vincke stressed that the final assets in the game will be crafted exclusively by human creatives. "We are developing every line in-house," he affirmed.
We are continuously expanding our roster of concept artists and are busily forming narrative groups.
Given that this area is being particularly called out — we currently have over twenty concept artists and have job openings for more talent.
All our efforts we do is supplementary and aimed at having people spend more time on making content.
Any machine learning application used well is a boost to a artist's routine, not a replacement for their craft.
Tempering Reactions with Clear Intent
The revelation of employing this technology originally provoked concern among some the player base. In reply, Vincke provided more detail on public forums.
"At Larian, we employ machine learning to research ideas, in the same way we use the internet and reference books," he wrote. "In the initial ideation stages we use it as a simple sketch for composition which we then swap out with authentic concept art."
He added, "Larian brings on artists for their unique talent, not for their ability to replicate what a AI generates."
Three Pillars of Practical Application
Vincke had in the past detailed the studio's practical approach to this technology, categorizing its use into primary pillars:
- Streamlining Repetitive Work: This includes polishing mocap data, audio processing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build basic versions of mechanics to experiment with concepts ahead of full implementation.
- Future Potential for Gameplay: Researching how machine learning could in the future facilitate innovative reactivity, specifically in simulating player-driven narratives in a vast role-playing world.
He clearly noted that central narrative areas — such as writing — are are absolutely not areas where the team is reducing creative involvement. On the contrary, Larian is recruiting more in these very positions.
"Larian is neither launching a game with any AI components, nor looking at reducing teams to substitute them with artificial intelligence," Vincke stated definitively.