The Divinity Developer Details Its Implementation of Machine Learning for Next Project
The developer behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin recently teased its next major project, creating significant excitement within the gaming community. However, recent remarks from the company's co-founder have added clarity to the narrative, focusing on the studio's approach toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest clarification, Swen Vincke outlined that the company is using AI technology for particular supporting purposes. These involve fleshing out PowerPoint slides, generating rough artistic references, and writing placeholder copy.
Notably, Vincke stressed that the shipping assets in the game will be created solely by real artists. "Our team is writing every line in-house," he affirmed.
Our studio is constantly increasing our team of writers and are busily assembling narrative groups.
As visual development is being explicitly called out — we presently have over twenty artistic staff and have job openings for more creatives.
Everything we do is additive and designed to letting our team spend more time on the creative process.
Any machine learning application implemented properly is supplementary to a developer's routine, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of employing this technology initially provoked unease among some the player base. In response, Vincke provided additional detail on online platforms.
"Our team utilizes AI tools to gather inspiration, in the same way we use the internet and physical media," he wrote. "During the very early brainstorming phase we use it as a rough outline for structure which we then replace with original artwork."
He added, "Our studio recruits talent 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 focused approach to machine learning, grouping its use into primary areas:
- Streamlining Repetitive Work: This includes refining animations, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using tools to speedily create simple mock-ups of scenarios to experiment with concepts ahead of complete development.
- Long-Term Aspirations: Researching how machine learning could in the future facilitate emergent reactivity, specifically in creating player-driven narratives in a detailed game universe.
He specifically stated that core creative disciplines — including visual art — are are in no way departments where the team is replacing human involvement. On the contrary, Larian is recruiting more in these precise positions.
"We are not launching a game with AI-generated content, and we are certainly not looking at reducing creatives to replace them with AI," Vincke concluded.