The Divinity Developer Clarifies Its Use of Machine Learning for Upcoming Divinity
The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, sparking immense excitement within the industry. However, follow-up comments from the studio's figurehead have introduced a new dimension to the narrative, focusing on the developer's philosophy toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a latest clarification, Swen Vincke outlined that the developer is using generative AI for particular ancillary tasks. These include developing presentation materials, generating initial concept art, and drafting temporary text.
Crucially, Vincke made clear that the end content in the game will be authored exclusively by human writers. "Our team is developing everything manually," he said.
Larian is constantly increasing our pool of storytellers and are currently putting together writing teams.
As visual development is being explicitly called out — we right now have twenty-three artistic staff and have positions available for more artists.
All our efforts we do is additive and aimed at enabling creatives to spend more time on actual creation.
Every ML tool applied correctly is supplementary to a creative team process, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology initially sparked unease among portions of the fanbase. In reply, Vincke issued more elaboration on social media.
"At Larian, we employ machine learning to gather inspiration, similar to we use search engines and art books," he wrote. "During the conceptual brainstorming phase we use it as a rough outline for layout which we then swap out with hand-crafted artwork."
He continued, "We've hired artists for their creative vision, not for their willingness to execute 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 three main pillars:
- Automation of Tedious Tasks: This includes polishing mocap data, audio processing, and technical processes like retargeting animations.
- Fast-Tracked Experimentation: Using systems to speedily create basic versions of mechanics to experiment with concepts prior to expensive development.
- Future Potential for Gameplay: Researching how AI could one day enhance new forms of player agency, especially in managing dynamic reactions in a detailed game universe.
He specifically noted that central narrative areas — including writing — are are absolutely not areas where the studio is reducing human involvement. In fact, Larian is expanding its staff in these precise fields.
"Our studio is neither releasing a game with any AI components, and we are certainly not considering trimming down staff to substitute them with artificial intelligence," Vincke concluded.