The Divinity Developer Explains 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 unveiled its new project, creating significant anticipation within the player base. However, recent remarks from the company's co-founder have added nuance to the discussion, touching on the team's philosophy toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a latest clarification, the studio's founder outlined that the developer is employing generative AI for certain supporting tasks. These encompass enhancing presentation materials, creating initial concept art, and writing placeholder dialogue.

Notably, Vincke stressed that the end content in the game will be crafted solely by real creatives. "We are writing all the content in-house," he affirmed.

Our studio is actively expanding our team of writers and are actively assembling dedicated writer rooms.

As visual development is being explicitly called out — we right now have over twenty visual developers and have roles to fill for further talent.

Each initiative we do is supplementary and aimed at letting our team spend more time on making content.

Any ML tool used well is a boost to a creative team routine, not a replacement for their skill.

Responding to Feedback and Defining the Path

The admission of AI usage initially provoked concern among portions of the fanbase. In response, Vincke provided more clarification on public forums.

"At Larian, we employ machine learning to research ideas, just like we use Google and art books," he explained. "During the very early planning process we use it as a simple sketch for structure which we then swap out with hand-crafted concept art."

He added, "Our studio recruits creatives for their unique talent, not for their willingness to replicate what a machine suggests."

Three Pillars of Practical Application

Vincke had in the past outlined the team's practical method to machine learning, categorizing its use into key pillars:

  • Streamlining Repetitive Work: This includes refining animations, dialogue cleanup, and Larian-specific work like retargeting animations.
  • Fast-Tracked Experimentation: Using technology to rapidly prototype rough models of mechanics to validate concepts prior to full production.
  • Future Potential for Gameplay: Exploring how machine learning could one day enhance emergent reactivity, particularly in managing unforeseen permutations in a vast role-playing world.

He explicitly noted that core creative disciplines — including writing — are not departments where the company is cutting creative talent. On the contrary, Larian is actively hiring in these exact roles.

"Larian is neither shipping a game with AI-generated content, and we are certainly not planning on reducing staff to swap them out with AI," Vincke summarized.

Matthew Smith
Matthew Smith

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