The Divinity Developer Details Its Use of Machine Learning for Next Divinity

The developer behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, generating immense anticipation within the industry. However, subsequent comments from the studio's lead designer have brought clarity to the narrative, touching on the team's approach toward generative artificial intelligence.

A Tool for Ideation, Not Replacement

In a recent statement, Larian's director detailed that the developer is utilizing machine learning for specific preliminary functions. These involve developing pitch decks, producing initial concept art, and drafting temporary text.

Crucially, Vincke stressed that the final material in the game will be created exclusively by actual writers. "We are writing every line ourselves," he affirmed.

We are actively expanding our roster of concept artists and are currently putting together narrative groups.

As visual development is being specifically referenced — we currently have over twenty visual developers and have job openings for further talent.

Everything we do is incremental and focused on letting our team spend greater focus on actual creation.

Every AI system implemented properly is additive to a creative team process, never a stand-in for their craft.

Responding to Feedback and Defining the Path

The admission of AI usage initially generated backlash among portions of the player base. In reaction, Vincke provided additional elaboration on social media.

"We use machine learning to explore references, in the same way we use search engines and physical media," he stated. "In the initial ideation stages we use it as a basic framework for layout which we then substitute with authentic illustrations."

He continued, "Larian brings on artists for their unique talent, not for their capacity to execute what a algorithm proposes."

Focused Uses for Machine Learning

Vincke had in the past broken down the company's practical method to machine learning, grouping its use into primary areas:

  • Automation of Tedious Tasks: This includes motion capture cleaning, audio processing, and Larian-specific work like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to quickly build basic mock-ups of mechanics to validate concepts prior to expensive implementation.
  • Long-Term Aspirations: Researching how machine learning could in the future facilitate new forms of player agency, particularly in managing player-driven narratives in a complex RPG.

He explicitly affirmed that key artistic disciplines — like writing — are not departments where the team is reducing artistic input. On the contrary, Larian is expanding its staff in these precise positions.

"We are not releasing a game with AI-generated content, and we are certainly not considering cutting staff to replace them with AI," Vincke stated definitively.

Brett Davidson
Brett Davidson

A passionate writer and traveler sharing insights on personal growth and lifestyle from a UK perspective.