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

The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, generating significant anticipation within the player base. However, subsequent remarks from the studio's lead designer have added a new dimension to the discussion, focusing on the studio's approach toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a new statement, Larian's director detailed that the developer is utilizing AI technology for particular supporting tasks. These encompass developing PowerPoint slides, creating rough visual ideas, and creating temporary dialogue.

Notably, Vincke emphasized that the final assets in the game will be crafted exclusively by human writers. "Larian is creating everything manually," he said.

Larian is actively expanding our pool of concept artists and are busily forming dedicated writer rooms.

As concept art is being specifically called out — we right now have 23 visual developers and have roles to fill for additional talent.

Everything we do is additive and focused on enabling creatives to spend greater focus on the creative process.

Any AI system applied correctly is a boost to a creative team process, not a replacement for their talent.

Addressing Concerns and Clarifying the Vision

The admission of AI usage at first generated backlash among a segment of the fanbase. In response, Vincke provided further clarification on online platforms.

"Our team utilizes AI tools to research ideas, in the same way we use search engines and art books," he stated. "During the conceptual planning process we use it as a rough outline for layout which we then swap out with hand-crafted artwork."

He noted, "Our studio recruits talent for their unique talent, not for their ability to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had earlier broken down the team's targeted method to machine learning, grouping its use into primary functions:

  • Automation of Tedious Tasks: This encompasses polishing mocap data, voice editing, and Larian-specific work like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using technology to speedily create basic models of scenarios to validate concepts ahead of complete production.
  • Future Potential for Gameplay: Investigating how machine learning could one day create innovative reactivity, especially in managing player-driven narratives in a detailed game universe.

He explicitly stated that core creative disciplines — such as music composition — are not departments where the studio is cutting artistic involvement. Conversely, Larian is recruiting more in these very positions.

"We are not shipping a game with any AI components, nor looking at cutting creatives to swap them out with AI," Vincke summarized.

Michael Herrera
Michael Herrera

Maya is a tech journalist and AI researcher with a passion for exploring how emerging technologies shape our digital future.