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

The developer behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking a wave of hype within the player base. However, follow-up statements from the studio's lead designer have introduced nuance to the conversation, touching on the developer's approach toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a recent clarification, the studio's founder detailed that the company is utilizing machine learning for particular supporting purposes. These involve developing PowerPoint slides, creating early-stage visual ideas, and drafting placeholder text.

Notably, Vincke emphasized that the end material in the game will be crafted entirely by human writers. "We are developing everything in-house," he affirmed.

Larian is actively expanding our pool of storytellers and are busily assembling writing teams.

Since visual development is being specifically referenced — we currently have 23 concept artists and have positions available for more creatives.

Each initiative we do is incremental and focused on letting our team spend greater focus on making content.

Any AI system applied correctly is a boost to a developer's routine, never a stand-in for their skill.

Responding to Feedback and Defining the Path

The admission of AI usage initially generated unease among a segment of the player base. In response, Vincke provided additional detail on online platforms.

"At Larian, we employ these tools to explore references, similar to we use the internet and art books," he stated. "During the initial brainstorming phase we use it as a simple sketch for structure which we then replace with hand-crafted artwork."

He added, "Our studio recruits talent for their creative vision, not for their ability to replicate what a AI generates."

Key Areas of AI Integration

Vincke had previously outlined the company's focused method to this technology, categorizing its use into primary functions:

  • Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Fast-Tracked Experimentation: Using tools to speedily create basic versions of scenarios to test concepts prior to full production.
  • Experimental Frontiers: Researching how machine learning could one day create innovative gameplay, particularly in simulating player-driven narratives in a complex RPG.

He explicitly stated that central narrative areas — such as visual art — are not areas where the studio is cutting artistic talent. Conversely, Larian is expanding its staff in these very fields.

"Our studio is neither shipping a game with machine-made assets, and we are certainly not looking at reducing staff to swap them out with artificial intelligence," Vincke concluded.

Danny Walker
Danny Walker

A seasoned gaming analyst with over a decade of experience in casino reviews and strategy development, passionate about helping players succeed.