The Divinity Developer Explains Its Use of Machine Learning for New Project

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, generating immense hype within the player base. However, recent comments from the company's co-founder have added clarity to the narrative, addressing the team's approach toward AI tools.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, Larian's director explained that the team is employing machine learning for particular preliminary tasks. These encompass fleshing out PowerPoint slides, creating rough artistic references, and creating placeholder dialogue.

Crucially, Vincke stressed that the end assets in the game will be crafted entirely by actual creatives. "We are creating all the content ourselves," he stated.

Larian is constantly growing our roster of concept artists and are busily assembling narrative groups.

Given that this area is being specifically mentioned — we presently have over twenty visual developers and have job openings for further artists.

Everything we do is additive and designed to enabling creatives to spend more time on making content.

Any machine learning application applied correctly is a boost to a developer's workflow, not a replacement for their craft.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology originally generated unease among portions of the community. In reaction, Vincke offered further clarification on public forums.

"We use AI tools to research ideas, in the same way we use search engines and reference books," he wrote. "During the conceptual planning process we use it as a simple sketch for layout which we then replace with hand-crafted artwork."

He added, "Our studio recruits artists for their inherent skill, not for their ability to replicate what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had in the past broken down the company's focused approach to this technology, grouping its use into three main functions:

  • Automation of Tedious Tasks: Areas like motion capture cleaning, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
  • Rapid Prototyping ('White Boxing'): Using tools to quickly build simple mock-ups of mechanics to test concepts ahead of complete implementation.
  • Long-Term Aspirations: Investigating how AI could one day facilitate new forms of player agency, especially in managing player-driven narratives in a complex RPG.

He clearly noted that central narrative areas — like writing — are are in no way areas where the company is replacing human input. In fact, Larian is expanding its staff in these precise roles.

"Larian is not launching a game with AI-generated content, nor considering reducing creatives to swap them out with artificial intelligence," Vincke stated definitively.

Pamela Swanson
Pamela Swanson

Space technology enthusiast and writer with a passion for uncovering the mysteries of the universe and sharing futuristic insights.