The Divinity Developer Clarifies Its Implementation of Machine Learning for New Divinity
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin just shown its new project, creating immense hype within the player base. However, recent statements from the company's lead designer have brought a new dimension to the conversation, focusing on the team's stance toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a recent statement, Swen Vincke outlined that the developer is utilizing AI technology for certain ancillary purposes. These include developing pitch decks, generating rough concept art, and writing draft copy.
Importantly, Vincke made clear that the final material in the game will be authored exclusively by human artists. "We are creating everything manually," he stated.
Our studio is constantly expanding our roster of concept artists and are actively forming writing teams.
As concept art is being particularly referenced — we presently have twenty-three concept artists and have job openings for additional creatives.
All our efforts we do is incremental and aimed at having people spend more time on the creative process.
Every ML tool used well is supplementary to a artist's process, not a replacement for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of using AI originally generated backlash among portions of the player base. In response, Vincke offered additional detail on public forums.
"Our team utilizes machine learning to gather inspiration, in the same way we use Google and reference books," he explained. "During the conceptual brainstorming phase we use it as a simple sketch for composition which we then replace with original artwork."
He continued, "Our studio recruits talent for their inherent skill, not for their capacity to execute what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past broken down the company's focused method to this technology, defining its use into three main pillars:
- Streamlining Repetitive Work: This encompasses motion capture cleaning, audio processing, and pipeline-specific tasks like retargeting animations.
- Accelerated Iteration: Using systems to rapidly prototype rough versions of mechanics to validate concepts ahead of complete production.
- Future Potential for Gameplay: Investigating how AI could eventually create emergent reactivity, especially in managing player-driven narratives in a detailed game universe.
He specifically noted that key artistic areas — including visual art — are not departments where the studio is reducing creative talent. Conversely, Larian is expanding its staff in these exact fields.
"We are not launching a game with any AI components, and we are certainly not considering reducing teams to substitute them with AI," Vincke summarized.