The Divinity Developer Clarifies Its Use of Machine Learning for New Divinity Game
The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, creating a wave of hype within the industry. However, subsequent remarks from the company's lead designer have brought clarity to the narrative, touching on the studio's stance toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a new message, Swen Vincke detailed that the company is employing AI technology for specific supporting functions. These include enhancing PowerPoint slides, producing initial concept art, and drafting temporary copy.
Importantly, Vincke stressed that the end material in the game will be created exclusively by real artists. "We are developing every line ourselves," he stated.
We are actively expanding our pool of writers and are actively putting together writing teams.
Given that concept art is being particularly mentioned — we currently have twenty-three concept artists and have roles to fill for more creatives.
All our efforts we do is supplementary and focused on having people spend additional energy on making content.
Any machine learning application used well is supplementary to a developer's process, not a substitute for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology originally provoked unease among a segment of the fanbase. In response, Vincke offered further elaboration on public forums.
"Our team utilizes machine learning to research ideas, in the same way we use the internet and reference books," he wrote. "During the conceptual planning process we use it as a basic framework for composition which we then replace with hand-crafted concept art."
He noted, "Our studio recruits talent for their unique talent, not for their willingness to execute what a machine suggests."
Key Areas of AI Integration
Vincke had earlier outlined the team's practical approach to AI and ML, grouping its use into key areas:
- Handling Monotonous Jobs: Areas like refining animations, voice editing, and pipeline-specific tasks like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype rough models of gameplay ideas to validate concepts before complete production.
- Future Potential for Gameplay: Investigating how AI could one day create new forms of reactivity, specifically in creating unforeseen permutations in a vast role-playing world.
He explicitly stated that core creative disciplines — such as music composition — are are absolutely not areas where the team is replacing creative talent. Conversely, Larian is expanding its staff in these precise roles.
"Our studio is neither launching a game with machine-made assets, nor planning on cutting creatives to substitute them with AI," Vincke summarized.