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

The team behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its new project, sparking significant hype within the industry. However, subsequent statements from the company's co-founder have introduced a new dimension to the discussion, addressing the team's stance toward machine learning.

AI as a Creative Assistant, Not a Substitute

In a new clarification, Swen Vincke detailed that the developer is using machine learning for certain ancillary tasks. These encompass enhancing pitch decks, producing initial artistic references, and writing temporary copy.

Notably, Vincke stressed that the shipping content in the game will be created entirely by real creatives. "Our team is creating all the content ourselves," he said.

Our studio is constantly expanding our team of writers and are actively assembling narrative groups.

Since this area is being particularly referenced — we right now have twenty-three visual developers and have job openings for additional creatives.

Each initiative we do is incremental and focused on having people spend additional energy on the creative process.

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

Responding to Feedback and Defining the Path

The admission of employing this technology at first provoked backlash among some the player base. In response, Vincke offered further detail on online platforms.

"We use machine learning to research ideas, in the same way we use the internet and physical media," he wrote. "During the conceptual brainstorming phase we use it as a rough outline for structure which we then replace with hand-crafted illustrations."

He noted, "Larian brings on artists for their unique talent, not for their ability to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had earlier detailed the company's targeted approach to AI and ML, grouping its use into primary areas:

  • Streamlining Repetitive Work: Areas like motion capture cleaning, audio processing, and technical processes like adapting animations for different models.
  • Fast-Tracked Experimentation: Using systems to speedily create rough versions of scenarios to validate concepts ahead of expensive production.
  • Experimental Frontiers: Researching how AI could in the future create new forms of reactivity, especially in managing unforeseen permutations in a detailed game universe.

He explicitly stated that central narrative areas — such as visual art — are not areas where the team is cutting creative involvement. On the contrary, Larian is recruiting more in these precise fields.

"We are not launching a game with AI-generated content, nor looking at cutting teams to substitute them with AI," Vincke stated definitively.

Jeremy White
Jeremy White

Lena is a seasoned sports analyst with a passion for data-driven betting strategies and helping others make informed wagers.