The Divinity Developer Explains Its Application of Machine Learning for New Divinity
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, generating significant anticipation within the industry. However, follow-up remarks from the studio's co-founder have introduced clarity to the narrative, touching on the developer's approach toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a recent statement, the studio's founder explained that the company is utilizing AI technology for certain ancillary tasks. These involve developing presentation materials, creating rough artistic references, and creating draft copy.
Notably, Vincke emphasized that the end content in the game will be crafted solely by real artists. "Larian is creating every line ourselves," he stated.
We are continuously increasing our roster of writers and are actively assembling dedicated writer rooms.
As concept art is being specifically mentioned — we presently have over twenty concept artists and have positions available for more artists.
Each initiative we do is additive and focused on having people spend greater focus on actual creation.
Any AI system implemented properly is additive to a artist's routine, not a substitute for their skill.
Responding to Feedback and Defining the Path
The admission of AI usage originally provoked backlash among a segment of the community. In reply, Vincke offered further clarification on social media.
"At Larian, we employ these tools to gather inspiration, just like we use Google and art books," he explained. "In the very early ideation stages we use it as a basic framework for composition which we then replace with hand-crafted concept art."
He continued, "We've hired talent for their unique talent, not for their willingness to replicate what a AI generates."
Key Areas of AI Integration
Vincke had in the past detailed the company's focused approach to machine learning, defining its use into three main pillars:
- Automation of Tedious Tasks: This includes refining animations, audio processing, and technical processes like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using systems to rapidly prototype basic mock-ups of gameplay ideas to test concepts prior to full development.
- Long-Term Aspirations: Researching how AI could in the future create new forms of gameplay, specifically in creating unforeseen permutations in a detailed game universe.
He specifically stated that central narrative areas — such as music composition — are are in no way areas where the company is reducing human input. In fact, Larian is expanding its staff in these exact roles.
"Our studio is neither launching a game with machine-made assets, and we are certainly not looking at trimming down teams to replace them with artificial intelligence," Vincke summarized.