The Divinity Developer Explains Its Use of Machine Learning for New Project
The team behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, creating immense anticipation within the industry. However, subsequent comments from the company's figurehead have added nuance to the discussion, touching on the team's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a latest message, Larian's director explained that the company is using AI technology for specific ancillary functions. These include fleshing out pitch decks, producing rough artistic references, and drafting placeholder copy.
Notably, Vincke made clear that the shipping content in the game will be created exclusively by actual writers. "We are writing all the content in-house," he stated.
We are actively growing our pool of concept artists and are busily assembling narrative groups.
Given that concept art is being particularly mentioned — we currently have twenty-three concept artists and have job openings for additional artists.
Each initiative we do is additive and aimed at enabling creatives to spend additional energy on the creative process.
Any machine learning application used well is supplementary to a developer's process, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The news of AI usage at first generated unease among some the community. In response, Vincke issued more elaboration on social media.
"Our team utilizes AI tools to explore references, similar to we use Google and reference books," he explained. "During the very early brainstorming phase we use it as a rough outline for composition which we then replace with authentic artwork."
He noted, "Our studio recruits creatives for their creative vision, not for their willingness to replicate what a machine suggests."
Key Areas of AI Integration
Vincke had earlier detailed the team's targeted approach to this technology, grouping its use into primary pillars:
- Automation of Tedious Tasks: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to rapidly prototype rough models of gameplay ideas to test concepts before expensive development.
- Experimental Frontiers: Investigating how AI could eventually enhance new forms of player agency, especially in simulating dynamic reactions in a complex RPG.
He explicitly noted that core creative areas — including writing — are not departments where the studio is cutting creative input. On the contrary, Larian is actively hiring in these very roles.
"Larian is neither shipping a game with AI-generated content, and we are certainly not looking at trimming down teams to replace them with AI," Vincke stated definitively.