The Divinity Developer Details Its Use of Machine Learning for New Project
The studio behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking significant excitement within the industry. However, recent comments from the company's figurehead have introduced a new dimension to the narrative, focusing on the studio's stance toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest message, Swen Vincke detailed that the company is utilizing machine learning for particular ancillary tasks. These encompass developing PowerPoint slides, producing rough artistic references, and creating placeholder dialogue.
Crucially, Vincke stressed that the end material in the game will be crafted exclusively by human writers. "Our team is creating every line in-house," he stated.
Our studio is actively increasing our roster of concept artists and are actively assembling narrative groups.
Since concept art is being specifically mentioned — we currently have 23 artistic staff and have positions available for further creatives.
Each initiative we do is incremental and designed to letting our team spend more time on actual creation.
Every ML tool applied correctly is additive to a artist's process, not a substitute for their skill.
Responding to Feedback and Defining the Path
The news of using AI at first provoked backlash among a segment of the community. In reaction, Vincke issued additional detail on online platforms.
"At Larian, we employ these tools to research ideas, just like we use Google and reference books," he stated. "During the initial ideation stages we use it as a basic framework for composition which we then substitute with authentic illustrations."
He added, "Our studio recruits creatives for their creative vision, not for their willingness to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had in the past outlined the team's practical strategy to AI and ML, defining its use into three main functions:
- Automation of Tedious Tasks: This includes polishing mocap data, voice editing, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to quickly build basic models of mechanics to validate concepts ahead of expensive development.
- Experimental Frontiers: Researching how machine learning could one day create emergent player agency, particularly in creating dynamic reactions in a complex RPG.
He clearly stated that core creative areas — like writing — are are absolutely not fields where the team is reducing artistic input. Conversely, Larian is expanding its staff in these exact positions.
"Our studio is not shipping a game with AI-generated content, and we are certainly not considering cutting creatives to replace them with artificial intelligence," Vincke stated definitively.