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

The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, creating a wave of hype within the player base. However, follow-up remarks from the studio's lead designer have added clarity to the conversation, focusing on the team's approach toward machine learning.

A Tool for Ideation, Not Replacement

In a new message, Swen Vincke detailed that the team is using AI technology for certain ancillary purposes. These involve enhancing pitch decks, producing early-stage concept art, and drafting temporary dialogue.

Notably, Vincke emphasized that the final assets in the game will be authored entirely by real artists. "Our team is writing everything in-house," he said.

Larian is actively expanding our roster of writers and are busily forming writing teams.

Since visual development is being explicitly mentioned — we right now have twenty-three artistic staff and have job openings for more talent.

Each initiative we do is additive and designed to letting our team spend more time on the creative process.

Any machine learning application used well is a boost to a developer's process, not a substitute for their talent.

Tempering Reactions with Clear Intent

The news of employing this technology at first sparked backlash among a segment of the community. In response, Vincke offered additional clarification on online platforms.

"At Larian, we employ machine learning to explore references, in the same way we use search engines and art books," he wrote. "In the conceptual brainstorming phase we use it as a rough outline for composition which we then swap out with original concept art."

He noted, "Larian brings on artists for their inherent skill, not for their ability to follow what a AI generates."

Focused Uses for Machine Learning

Vincke had in the past detailed the company's practical approach to AI and ML, defining its use into key areas:

  • Streamlining Repetitive Work: This encompasses motion capture cleaning, voice editing, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using systems to quickly build simple versions of gameplay ideas to test concepts before full implementation.
  • Future Potential for Gameplay: Exploring how AI could one day enhance innovative player agency, specifically in simulating player-driven narratives in a complex RPG.

He clearly stated that key artistic domains — including visual art — are are in no way fields where the company is replacing artistic input. Conversely, Larian is actively hiring in these precise fields.

"We are not shipping a game with any AI components, and we are certainly not considering reducing teams to substitute them with artificial intelligence," Vincke stated definitively.

Peter Hernandez
Peter Hernandez

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