The Divinity Developer Clarifies Its Implementation of Machine Learning for Next Divinity Game

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating significant anticipation within the gaming community. However, follow-up remarks from the studio's co-founder have added clarity to the conversation, focusing on the studio's stance toward AI tools.

A Tool for Ideation, Not Replacement

In a new message, Swen Vincke explained that the company is employing generative AI for particular ancillary tasks. These encompass developing presentation materials, generating initial visual ideas, and drafting temporary copy.

Crucially, Vincke made clear that the shipping content in the game will be created entirely by human writers. "Our team is writing every line in-house," he stated.

Our studio is actively expanding our team of writers and are actively putting together narrative groups.

As concept art is being specifically called out — we presently have twenty-three visual developers and have positions available for further creatives.

Each initiative we do is incremental and designed to enabling creatives to spend greater focus on the creative process.

Any machine learning application implemented properly is a boost to a artist's routine, not a substitute for their talent.

Responding to Feedback and Defining the Path

The revelation of employing this technology originally generated concern among a segment of the fanbase. In reaction, Vincke provided additional elaboration on public forums.

"We use machine learning to gather inspiration, in the same way we use Google and physical media," he explained. "In the initial ideation stages we use it as a basic framework for structure which we then substitute with original artwork."

He added, "We've hired talent for their unique talent, not for their ability to execute what a AI generates."

Key Areas of AI Integration

Vincke had in the past broken down the company's targeted approach to AI and ML, defining its use into key pillars:

  • Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and technical processes like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using systems to speedily create basic versions of gameplay ideas to test concepts ahead of complete development.
  • Experimental Frontiers: Investigating how AI could one day create emergent reactivity, specifically in simulating unforeseen permutations in a vast role-playing world.

He clearly stated that core creative areas — like music composition — are not areas where the company is replacing artistic input. On the contrary, Larian is recruiting more in these very positions.

"Our studio is not launching a game with AI-generated content, nor considering reducing creatives to substitute them with AI," Vincke summarized.

Jonathan Yang
Jonathan Yang

A seasoned gaming analyst with over a decade of experience in online casino reviews and strategy development.