The Divinity Developer Explains Its Use of Machine Learning for Upcoming Project
The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, sparking immense hype within the gaming community. However, subsequent comments from the company's co-founder have brought clarity to the discussion, addressing the studio's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a recent message, Swen Vincke outlined that the developer is using machine learning for particular ancillary purposes. These encompass fleshing out pitch decks, generating initial concept art, and creating placeholder text.
Importantly, Vincke stressed that the shipping content in the game will be authored solely by real writers. "We are writing all the content manually," he affirmed.
Our studio is continuously expanding our pool of storytellers and are currently forming narrative groups.
Given that visual development is being explicitly referenced — we presently have twenty-three visual developers and have roles to fill for more creatives.
All our efforts we do is supplementary and designed to having people spend additional energy on the creative process.
Any AI system used well is supplementary to a developer's process, never a stand-in for their craft.
Responding to Feedback and Defining the Path
The admission of AI usage initially provoked unease among a segment of the fanbase. In reaction, Vincke provided more detail on online platforms.
"Our team utilizes machine learning to explore references, in the same way we use the internet and physical media," he explained. "During the initial ideation stages we use it as a rough outline for composition which we then substitute with hand-crafted illustrations."
He noted, "Larian brings on artists for their creative vision, not for their ability to replicate what a machine suggests."
Focused Uses for Machine Learning
Vincke had in the past broken down the team's focused method to this technology, categorizing its use into three main areas:
- Handling Monotonous Jobs: This includes motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
- Accelerated Iteration: Using technology to quickly build rough mock-ups of mechanics to validate concepts ahead of expensive production.
- Experimental Frontiers: Exploring how AI could eventually facilitate new forms of gameplay, particularly in simulating player-driven narratives in a complex RPG.
He clearly stated that central narrative areas — including music composition — are are absolutely not departments where the team is cutting artistic involvement. Conversely, Larian is actively hiring in these precise positions.
"Our studio is neither shipping a game with any AI components, and we are certainly not considering trimming down creatives to substitute them with AI," Vincke summarized.