The Divinity Developer Explains Its Implementation of Machine Learning for New Divinity
The studio behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating a wave of hype within the player base. However, subsequent remarks from the company's co-founder have added nuance to the narrative, focusing on the developer's stance toward machine learning.
A Tool for Ideation, Not Replacement
In a recent clarification, Swen Vincke detailed that the team is utilizing generative AI for certain ancillary tasks. These involve fleshing out pitch decks, producing rough visual ideas, and creating placeholder text.
Notably, Vincke emphasized that the final assets in the game will be crafted exclusively by real artists. "Our team is writing all the content ourselves," he said.
We are constantly expanding our pool of writers and are currently assembling writing teams.
As concept art is being explicitly referenced — we currently have over twenty concept artists and have positions available for further artists.
Everything we do is supplementary and focused on enabling creatives to spend additional energy on making content.
Every AI system used well is additive to a creative team process, not a substitute for their skill.
Tempering Reactions with Clear Intent
The admission of employing this technology originally generated unease among some the player base. In reply, Vincke offered additional detail on online platforms.
"We use these tools to research ideas, in the same way we use Google and reference books," he explained. "During the initial ideation stages we use it as a simple sketch for composition which we then substitute with authentic concept art."
He continued, "We've hired artists for their inherent skill, not for their willingness to follow what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously outlined the team's practical method to this technology, defining its use into three main pillars:
- Streamlining Repetitive Work: This encompasses polishing mocap data, voice editing, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to speedily create basic models of scenarios to experiment with concepts ahead of expensive production.
- Future Potential for Gameplay: Investigating how machine learning could eventually enhance emergent gameplay, especially in managing unforeseen permutations in a vast role-playing world.
He specifically noted that key artistic domains — like writing — are are in no way areas where the team is cutting creative involvement. Conversely, Larian is actively hiring in these precise roles.
"Our studio is not shipping a game with AI-generated content, and we are certainly not looking at trimming down creatives to substitute them with artificial intelligence," Vincke summarized.