The Divinity Developer Details Its Application of Machine Learning for New Divinity Game

The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, sparking a wave of excitement within the gaming community. However, recent remarks from the company's co-founder have added clarity to the narrative, addressing the developer's stance toward AI tools.

Augmenting Workflows, Not Cutting Jobs

In a new statement, Swen Vincke outlined that the company is utilizing machine learning for particular preliminary tasks. These include fleshing out presentation materials, creating rough artistic references, and writing placeholder copy.

Crucially, Vincke made clear that the end material in the game will be created exclusively by actual artists. "Our team is developing everything ourselves," he said.

Larian is constantly expanding our roster of storytellers and are currently putting together dedicated writer rooms.

As concept art is being specifically mentioned — we presently have twenty-three concept artists and have roles to fill for further creatives.

Everything we do is additive and focused on having people spend additional energy on the creative process.

Every machine learning application applied correctly is supplementary to a artist's process, not a replacement for their talent.

Tempering Reactions with Clear Intent

The revelation of using AI originally generated backlash among a segment of the player base. In response, Vincke offered additional clarification on social media.

"We use machine learning to gather inspiration, just like we use the internet and physical media," he explained. "During the conceptual planning process we use it as a simple sketch for layout which we then replace with authentic artwork."

He noted, "We've hired creatives for their creative vision, not for their willingness to execute what a AI generates."

Focused Uses for Machine Learning

Vincke had previously outlined the company's focused approach to AI and ML, defining its use into three main pillars:

  • Handling Monotonous Jobs: This encompasses refining animations, audio processing, and technical processes like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using systems to rapidly prototype simple models of gameplay ideas to experiment with concepts ahead of full implementation.
  • Future Potential for Gameplay: Researching how machine learning could eventually enhance innovative player agency, specifically in creating player-driven narratives in a complex RPG.

He specifically affirmed that central narrative disciplines — including music composition — are are absolutely not fields where the team is cutting artistic talent. On the contrary, Larian is expanding its staff in these very roles.

"Larian is not releasing a game with AI-generated content, and we are certainly not looking at trimming down creatives to substitute them with artificial intelligence," Vincke concluded.

Christopher Russell
Christopher Russell

Elara is a gaming journalist with over a decade of experience covering esports and indie game development, known for her analytical reviews.